Monday, January 17, 2011

Model and Texture a Water Tower in 3ds Max

Model and Texture a Water Tower in 3ds Max – Day 1

Model and Texture a Water Tower in 3ds Max – Day 1

Tutorial Details

Final Product What You'll Be Creating

In this 2-day tutorial, Chris Tate will be guiding you through the process of modelling and texturing an old water tower model using 3ds Max. Whilst day 1 covers the modelling of the tower, day 2 will take you through the UVing, texturing and rendering process.

In the first part of this tutorial, the modeling and texturing process is covered in detail, starting with the creation of a proxy model inside of 3ds max. During this stage we will block out the tower structure using simple geometry and then go through the process of adding resolution and detail, creating an aged weathered look. We’ll make use of some simple poly modeling techniques as well as Max’s paint deformation tools to create the desired effect.

Video 1

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Video 2

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Video 3

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Video 4

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Video 5

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Video 6

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Model and Texture a Water Tower in 3ds Max – Day 2

Model and Texture a Water Tower in 3ds Max – Day 2

Tutorial Details

Final Product What You'll Be Creating

In this 2-day tutorial, Chris Tate will be guiding you through the process of modelling and texturing an old water tower model using 3ds Max. Whilst day 1 covered the modelling of the tower, day 2 will take you through the UVing, texturing and rendering process.

Video 1

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Video 2

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Video 3

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Video 4

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Video 5

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Video 6

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Video 7

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Video 8

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Tutorial is Completed................ Keep Smilling

How to Simulate a Torn Flag Animation using 3ds Max and After Effects

How to Simulate a Torn Flag Animation using 3ds Max and After Effects – Day 1

How to Simulate a Torn Flag Animation using 3ds Max and After Effects – Day 1

Tutorial Details

Final Product What You'll Be Creating

In this 3ds Max tutorial you will learn how to generate a torn flag animation using cloth simulation, and also how to combine all of the elements, such as the flag, debris, and dust, in order to create to the final scene in After Effects.

This tutorial is Day 1 in a series

Video 1

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How to Simulate a Torn Flag Animation using 3ds Max and After Effects – Day 2

How to Simulate a Torn Flag Animation using 3ds Max and After Effects – Day 2

Tutorial Details

Final Product What You'll Be Creating

In this 3ds Max tutorial you will learn how to generate a torn flag animation using cloth simulation, and also how to combine all of the elements, such as the flag, debris, and dust, in order to create to the final scene in After Effects.

This tutorial is Day 2 in a series

Video 1

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Tutorial is Completed.............. Keep Smilling

Animate an Iceberg Turning into a Desert Island

Animate an Iceberg Turning into a Desert Island

In this hour long video tutorial, we will follow the complete process of animating a 3d iceberg as it transforms into a desert island. We will take an in-depth look at using the many complex features of dreamscape, in conjunction with hand painted displacement maps and animated meshes, and even go over some of the more classic principles of animation.

Final Effect Preview



Climate Change

Climate change is already happening, and represents one of the greatest environmental, social, and economic threats facing the planet today, particularly in the Arctic, where permafrost is melting, glaciers are receding, and sea ice is disappearing at an alarming rate. Because the Arctic plays a very special role in the overall global climate, these changes will not only affect local indigenous lifeforms and ecosystems, but the rest of the world as well.

Full Video

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Completed Tutorial..... KeepSmilling

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 1

Tutorial Details
  • Program: 3ds Max
  • Difficulty: Advanced
  • Completion Time: Several hours

Final Product What You'll Be Creating

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.

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.

This tutorial is Day 1 in a series


Tutorial Details

  • Difficulty: Advanced
  • Techniques Covered: Reference and inspiration gathering; Initial blockout
  • Completion Time: 1- 2 hours
  • Software/ Hardware Requirements: 3D application capable of low and high poly modeling; Dual core PC and recent (GeForce 8 level) graphics card
  • Introduction

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    Tutorial Video

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 2

    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.

    In this second part of our mammoth series, Laurens will show you how to add technical details to the blockout (created in part 1) that was used to define the final proportions and design. A big focus of this part of the tutorial will be how to use and interpret reference when creating mechanical components, as well as understanding what you are effectively modeling.

    This tutorial is Day 2 in a series

    Final Effect Preview

    Tutorial Details

  • Difficulty: Advanced
  • Techniques Covered: Reference and inspiration gathering; Initial blockout; Low & high poly technical modeling
  • Completion Time: 3 – 5 hours
  • Software/ Hardware Requirements: 3D application capable of low and high poly modeling; Dual core PC and recent (GeForce 8 level) graphics card
  • Introduction

    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 1

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    Video 2

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    Video 3

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 3

    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.

    In the series’ biggest part yet, we’ll be diving straight into highpoly modeling with the most challenging part of the car, the gigantic, supercharged Hemi 540 engine and its transmission! Through this, you will learn that modeling something as complex as an engine is not an impossible task!

    This tutorial can be followed as part of the larger series, but it can also be viewed as a standalone tutorial for creating an impressive highpoly engine block. It even includes a bonus video that explains how to make a nice render setup for this sort of highpoly mechanical work!!

    Final Effect Preview

    Tutorial Details

  • Difficulty: Advanced
  • Techniques Covered:High poly technical modeling
  • Completion Time: 6+ hours
  • Software/ Hardware Requirements: 3D application capable of low and high poly modeling; Dual core PC and recent (GeForce 8 level) graphics card
  • Video 1

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 2

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 3

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    Bonus Video

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    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 4

    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 4

    Tutorial Details
    • Difficulty: Advanced
    • Techniques Covered: High poly technical modeling
    • Completion Time: 2 - 3 hours
    • Software/ Hardware Requirements: 3D application capable of low and high poly modeling; Dual core PC and recent (GeForce 8 level) graphics card

    Final Product What You'll Be Creating

    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.

    This tutorial is Day 4 in a series

    Now in the fourth part of our mammoth series, we will follow Laurens as he completes the high poly mesh of his hot rod, all the while making sure that is will be suitable for baking onto a low poly realtime model.

    Video 1

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 2

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    Video 3

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 5

    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 5

    Tutorial Details
    • Difficulty: Advanced
    • Techniques Covered: Low poly technical modeling
    • Completion Time: 2 - 3 hours
    • Software/ Hardware Requirements: 3D application capable of low and high poly modeling; Dual core PC and recent (GeForce 8 level) graphics card

    Final Product What You'll Be Creating

    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.

    This tutorial is Day 5 in a series

    Now, in the fifth part of our mammoth series, Laurens will demonstrate how to carefully design your low poly model in the most efficient way possible, while still being optimal for baking the details from your high poly model into a normal map texture.

    Video 1

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 2

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    Video 3

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    Video 4

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    Video 5

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    Completed This Project....

    Saturday, March 6, 2010

    3Ds Max Tutorials

    Head Modeling With 3D's Max By Hatice Bayramaglu Part I

    Let’s begin the modeling process  with a sketch work.  You can use my sketch for your own projects. The method I used here is called edge loop modelling. This tutorial written for 3dsmax but also useful for other 3D software like Maya.  Well I collected some photos as a reference , but I did not want to produce in accordance with anyone.  I just want to model a person in my imagination.  So I draw some sketches and then I began modeling process.

    A very high quality detailed modeling tutorial that start from a sketch and conclude with a finished 3d head model made by me. This tutorial will describe how I modeled my character from a sketch. I will not go into great detail, as I’m assuming that the reader has some basic knowledge of modeling in any 3d software.

    Step 1: Let’s begin the modeling process with a sketch work. You can use my sketch for your own projects. The method I used here is called edge loop modelling. This tutorial written for 3dsmax but also useful for other 3D software like Maya. Well I collected some photos as a reference , but I did not want to produce in accordance with anyone. I just want to model a person in my imagination. So I draw some sketches and then I began modeling process. model 3d animation free, Tutorial, Tutorial 3ds Max

    Step 2: Start with a plane. Select one of the edge. With the edge selected hold down the SHIFT button on your keyboard and move the edge to the right.

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    Step 3: Select the same edges as above and weld them and pull a little them inward.

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    Step 4: We are not modeling from just one viewport, so don’t forget to check the model from all viewports.

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    Step 5: Select the edge according to the picture, then extrude.
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    Step 6: Extrude the edges in front viewport, move and scale edges so they match the image.

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    Step 7: Then choose a polygon on your model and copy with Shift.

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    Step 8: Make the extrusions shown in the same was as we have been doing and adjust vertices as required.

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    Step 9: Again don’t forget to check the model from all viewports.

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    Step 10: Continue the extrusions, this time at more an upwards angle. Adjust vertices as needed.

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    Step 11: Select the neck edges according to the picture and select vertices, then choose weld.

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    Step 12: Select the vertices in the front viewport then move slightly to the right.

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    Step 13: Control the bottom edges.

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    Step 14: Extrude the edge and reposition vertices.

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    Step 15: Adjust the new vertices as shown in the picture by the red dots.

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    Step 16: Keep going modelling as you see on the screenshots.

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    Step 17: Select the edge and move it along x axis.

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    This is the end of Head modeling with 3dsmax Part-I

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    This is the second part of the Head modeling tutorial with 3dsmax. This tutorial can be used with other 3d software like Maya.

    Step 1: Now start modeling the ear. With the selected edges, extrude and reposition the vertices.

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    Step 2: We are not modeling from just one viewport, so don’t forget to check the model from all viewports. Moving, shooting sniper game with 3D environments, Female Assassin, Follow the story,deadly

    Step 3: Select the edges according to the picture then extrude. 3D Studio Max allows you to extrude edges quickly and easily by holding down shift and dragging the edge where you want it.

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    Step 4: When you are modelling the ear look for real reference pictures as these will help create a better ear structure.

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    Step 5: Rearrange vertices a little and then select the red polys and extrude them upwards.

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    Step 6: Select the red edges and extrude them and rotate as shown.

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    Step 7: Now adjust the vertices shown in the picture. Don’t worry if it doesn’t match up perfectly with the blueprints. We will be tweaking it later.

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    Step 8: Go back to edge mode and hold down shit and drag the edge out again and adjust the vertices. Keep doing this until you have the shape shown in the picture.

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    Step 9: And now I do think I have finished the ear modeling. At this time you must pay attention to the proportion of the ear model and topology.

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    This is the end of Head modeling with 3dsmax Part-II

    Head Modeling With 3D's Max By Hatice Bayramaglu Part III

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    This is the third and last part of the Head modeling tutorial with 3dsmax. As you see I use 3dsmax for modeling process but you can use Maya if you want. And I would like inform you that I’m going to make a new tutorial about nose modeling and add some detailed pictures and explanations on new tutorial. Now let’s continue modeling character :)


    Step 1: Select the edges according to the picture then extrude.

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    Step 2: Select the edges according to the picture then extrude. 3D Studio Max allows you to extrude edges quickly and easily by holding down shift and dragging the edge where you want it. You really will appreciate this feature more as you build the head model icon smile Head modeling with 3dsmax by Hatice Bayramoglu Part III

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    Step 3: Select the same edges as above and weld them and pull a little them inward.

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    Step 4: Go back to edge mode and hold down shit and drag the edge out again and adjust the vertices. Keep doing this until you have the shape shown in the picture.

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    Step 5: Now, using the previous method, extrude out the edges shown in red in the direction or the arrows. Adjust vertices as needed.

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    Step 6: Then choose a polygon on your model and copy with Shift.

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    Step 7: Move the edge in the perspective viewport and reposition the vertices.

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    Step 8: Make the extrusions shown in the same was as we have been doing and adjust vertices as required.

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    Step 9: Adjust the new vertices as shown in the picture by the red dots.

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    Step 10: Continue the extrusions, this time at more an upwards angle. Adjust vertices as needed.

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    Step 11: Select the polys or edges as shown and scale them up as shown.

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    Step 12: Select the vertices in the front viewport then move slightly to the right.

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    Step 13: Well it looks good but the sides look like they need a little tweaking. Now move the edges outwards to give more nice shape.

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    Step 14: Try modeling the nose correctly.

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    Step 15: Control the bottom edges.

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    Step 16: Select the edge and move it along x axis.

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    Step 17: Now model the mouth. Dont forget with the same method.

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    Step 18: Now I continue to model the mouth. Here as you see max modeling is very easy :)

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    Step 19: Now I choose the vertices and weld them. Do same with your character. Ah by the way you can give a different colour for your character. You may ask now why I am using blue color instead of grey well I don’t know why :)

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    Step 20: Ok now Now you need to do a series of extrusions to get the basic shape of the wheel arch. Go into “Edge” mode and select one of the edges shown in green. Hold down shift and drag it in the direction of the red arrow towards the nearest guide line.

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    Step 21: And you really should pay very much attention to the modeling part of the 3D because this will affect the final result.

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    Step 23: If the modeling part is well done than the texture will display correctly and there will be no unwanted artifacts. And also keep in mind to do everything by scale, keep the proportion of objects.

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    Step 24: I continue modeling now I choose an edge and I’m pulling it and trying to give the main shape.

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    Step 25: Select two vertices, then choose connect.

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    Step 26: Do it any way you see fit. As usual, make sure you tweak the vertices to get a nice shape.

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    Step 27: Correct the vertices as you see below.

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    Step 28: Try to make the upper lip edges curved.

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    Step 29: Your mouth model should look like this.

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    Step 30: Chose border and move the edge along y direction. And move vertices until you’ve got a rough shape for the eye area.

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    Step 31: Start tweaking until it looks like what you want.

    Rearrange vertices a little and then select the soft selection tool and do as you see on the image.  Pull down the edges a little upwards.

    Step 32: Ty to give it’s real form. Rearrange vertices a little and then select the soft selection tool and do as you see on the image. Pull down the edges a little upwards.

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    Finally our character is finished. I hope you don’t think that by reading this tutorial it will be the same as by actually doing it. But I do think you will get nice result so please at every step work very carefully on the line of the head topology. Ah and here’s the final image, I hope you found my tutorial interesting.

    Head modeling with 3dsmax by Hatice Bayramoglu Part III