In this free Marvelous Designer video tutorials series you'll learn how to create tattered torn fabric that can be used for torn beggar clothing or tattered zombie clothes. We'll start with how to make a basic dynamic dress in Marvelous Designer tutorial and then move on to texturing the dress in Photoshop. I hope these Marvelous Designer tutorials help you!
This tutorial will help anyone with intermediate knowledge of Daz Studio 4.8 and Blender 2.7 create morphs for figures used in Daz Studio.plzholla on 2:35AM Sat, 10 October 2015
This is a Blender companion video to my previous tutorial, in which we will model this complex mathematical sculpture for use as a digital render asset, or for 3d printing. The techniques used here are directly translated to Blender from the techniques I developed in 3dsmax, and we will be taking full advantage of a NEW modifier introduced in the Blender 2.75a release, called "Corrective Smooth". You will need the 2.75a release to follow along, and please be sure you have all the Extra Objects addons enabled in your Preferences. I will be using the Pie Menus, Dynamic Spacebar Menu, and Icons:Dev addons in this tutorial as well, but those are not necessary to complete this project.
This is a companion video to my recent 3dsmax tutorial, in which we translate the process of modeling this shape to Blender 2.75, for 3d printing or digital design. The techniques shown here employ standard polygonal modeling tools, and no plugins or addons are necessary. The Dynamic Spacebar, Pie Menus, and Icons:Dev addons are enabled, but not required, for this tutorial.
In this tutorial I will introduce the step by step techniques involved in creating this beautiful, cubic gyroid abstract object in 3dsmax. This interesting shape is ideal for 3d printing, or as a unique digital jewelry design. This object requires no addons or plugins, and can translate to other 3d modeling packages easily. An intermediate knowledge of hotkey shortcuts, and standard editable polygon tools is recommended.
This latest video is the Blender edition of my recent modeling tutorial for 3dsmax, in which I demonstrate a relatively quick and painless strategy to achieving a "nested" dodecahedron math model. This fascinating shape is really much less complex than it appears, but creating it will take us through some very interesting, and useful techniques to seamlessly connect concentric polygonal shapes, using the Loop Tools' Bridge command. Along the way, we also utilize advanced tactics for selecting and isolating interconnected surface elements on cumbersome geometry. The resulting model is ideal for 3D Printing; as an interesting piece of jewelry, decor; or simply as a digital design asset.
This tutorial is a translation of my previous video for 3dsmax, in which I demonstrate an intermediate technique to achieve a beautiful trefoil star-shaped pendant object (known also as a Cayley Cubic Surface), which could be used as an interesting digital asset, or for 3d printing.
In this tutorial, I'll show you two distinct techniques to modeling a toroidal ring of saddle surfaces, known as a Scherk-Collins sculpture, without any plugins, addons, or 3rd party software. This beautiful mathematical object could be useful as a pendant, earring, or any kind of modern art sculpture in a cg environment. The only limit is your own imagination. The common modeling techniques I'm using here could be easily translated to any capable 3d polygon modeling software, like Blender.
In this tutorial, I'll show you how to create a mobius style object, but this time with interlocking segments between each ring. I'm sure many of you have seen this type of object before; it's a popular shape in the math modeling community, and appears all over the 3D printing world, as an aesthetically complex, but pleasing object. NO plugins or addons required.
In addition to the various character customization options you have with iClone, you also have the ability to create a brand new 3D head from your own personal 2D photos! In this tutorial, you'll learn about the important concept of facial fitting, and how you can use it to bring your own head photos to life in 3D. You'll also learn a bit about customizing the texture and surface appearance of your new face, as well as making subtle changes to the facial features. All you need to start is a 2D photo of yourself or anyone else you want to make into a character. So what are you waiting for?Tunagogo on 11:57PM Sun, 16 November 2014
Can you make your own jewellery mesh in a modelling application? Can you use Poser's Cloth Room? If you answered yes to both of those - did you realize that a small addition when you're modelling the jewellery will allow it to be used in the Cloth Room? Dynamic Poser jewellery is unbelievably simple to create! The key to this is shown in the promo image - for a bit more information check the rest of this brief guide. (Thanks to klausdbg on ShareCG for the inspirational conforming jewellery that started me on this quest, and to Stegy, ParrotDolphin and WhimsySmiles who posted dynamic jewellery freebies in Renderosity FreeStuff which allowed me to work out how to do it.)
This Tutorial is how to make a daz Installation package in briefly. Make your own product for Daz 3D Studio.smuthustalin on 8:44AM Sun, 27 April 2014
This tutorial covers a new feature in Project Dogwaffle 9.1, namely a GPU-accelerated version of Puppy Ray, the elevation-map-based landscape ray tracer introduced in v9.0Here's a video that shows using Puppy Ray 9.1 (pre-release beta) on the GPU:With GPU acceleration, rendering a scene that could take minutes can now be done in seconds. Animations that took hours can be done in minutes or seconds, depending on dimensions and chosen parameters. And of course depending on the particulars of your graphics chip. Using the GPU can yield 4x the speed, 10x, and even more. Much more in some cases. Some graphics cards have the compute power of 100x-200x or more that of the CPU. Using the GPU can significantly reduce your time spent waiting for the rendering to complete, to decide if you like it or need a different value on some parameter, such as a viewing direction, a fog depth level, an extrusion depth, a camera angle.. This can be a great improvement in your workflow for exploring options during your creative experimentation and final renders.Have fun waffling and howling!staigermanus on 12:33PM Fri, 29 November 2013
It really is incredibly simple - maybe 50 keystrokes/mouse moves and less than 5 minutes to do a figure! This guide assumes you know how to import your mesh, position it, and delete the bits you don't need, but holds your hand from that point on...
Using Puppy Ray (new to PD Howler 9) to render a post-apocalyptic cityscape scene, starting from floorplans of houses. The creation phase of the elevation map can be inspiration for use in other tools and even with PD Howler 8 into the GPU based 3D Designer for animated rendering.staigermanus on 7:18AM Sat, 17 August 2013
This tutorial is designed to get your avatar out of Poser and into Marvelous Designer, show you how to repose your figure in Marvelous Designer, then export your finished clothing out of Marvelous Designer and into Poser for rendering.Pandarr on 12:03PM Tue, 06 August 2013
For anybody who's downloaded my tiling mail textures and thinks it must be difficult to make them - it's not! This 15 page PDF shows how I make tiling textures from a 3D model. As long as you're familiar with Blender you should be able to follow these 12 steps quite easily and start creating your own seamless tiling textures. (If you use another 3D modelling app the same principles apply...)
This might interest you if you do 3D with Lightwave or other tools, and want a quick backdrop of some planet landscape. This is not exactly matte painting, but it could be the start of a matte painting piece.These are tutorials, on creating the textures (part 1) and creating the terrain (part 2) and using the textures.part 1:This focuses on creating the textures.part 2:http://www.youtube.com/watch?v=145HNAj9wMAIn this part Dan uses the 3D Designer and explains lighting, fog and other features, and then uses the texture that was created in part 1.-Philipstaigermanus on 9:35AM Thu, 31 January 2013
This revisits an old technique which used a second object to "fill in" the cutaway area. In this version I use nodes to color the back sides of polygons to make it look like the mesh is filled in when really it's just hollow. It's a fake effect and it has some limitations, but it might do what you need it to do.dwburman on 1:14AM Mon, 29 October 2012