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  1. Join Date
    Mar 2006

  2. Join Date
    Oct 2005

    hi MF .. how long will this competition spend? time limit?
  3. Join Date
    Jan 2006

    wow that's good idea
  4. Join Date
    Jan 2004

    Poiak: No limits.

    Anyone will post some tutorial ? Anyone is working on some ?
  5. #25

    though I'm not a 3d Expert, instead I just started few months back
    still I'd give it a try on what all I've learned myself

    hope to post at least a Basic Tutorial soon.......
  6. Join Date
    May 2006

    good I thingk this will be good to all of us
  7. #27

    Guys - you just writing how great idea this is, but after 3 pages (and 2 weeks) I don't see even one tutorial... So stop posting, start writing tutorials

    That's Particle Flow (3ds max) creating Fireworks tutorial that I wrote yesterday.
    Hope you like it

    PS. If you see some mistakes (especially language) please write to me
    Last edited by streaker; 2006-12-28 at 02:21 PM.
  8. Join Date
    Jan 2004

    streaker attach this to your post, just pack it to zip (we have 3 MB limit)
  9. #29

    done, I've updated previous post
  10. Join Date
    Mar 2004


    Hi this is my tutorial:

    In this tutorial, I want to show how you can create some details in your model. I will show that technik on two examples, most important thinks I want share here is using extrude and chamfer to create really good looking smooth shape.

    1. First make a simple shape of your model (in this tutorial it is a car). Create a low polygon (LP) wire.

    2. Prepare shapes to create details in the model. In this tutorial those are the door line and the lights.

    3. Add to your low polygon wire a new modifier - TurboSmooth interations set on 2. Right click on TurboSmooth, and choose Collapse All. In the next window choose "yes". We now have Editable Mesh.

    4. Right click on editable mesh and choose Editable Poly. Now turn the polygons on.

    5. Select polygons around the shape, and attach them to a new object. We detach polygons from the old object and attach them to a new one because we will use Boolean operation. Often Boolean operation destroys the wire if it’s too complicated (some edges may be lost).

    6. Leave the new object and the new shape. Select the object and choose Boolean operation.

    7. Now change Boolean object to Editable Poly like before. The next step is Cleaning Mesh.

    8. When you clean mesh, unhide all objects. Select "car body" and attach the Boolean object. Now turn on verticles and select all (ctrl+a), then weld verticles. Weld Threshold should be very small (0,01cm).

    9. Our boolean shape was an ellipse. Now we must create a nice circle. Select polygons according to the the picture, and delete them.

    10. Now we must know how much verticles is in our ellipse. I have 28 verticles. Create a simple cylinder in front view. Change the cylinder with Editable Poly and delete all polygons. Leave only the end cap. Move this cap to the correct place.

    11. Select "car body" and attach the cap cylinder. Now choose the border and select like on the picture. Click Bridge.

    12. Now select edges and use Extrude. If it is necessary clean up mesh. Next add chamfer.

    13. Now choose polygons and select half of the model. Delete those polygons. Add two new modifiers to your list: symmetry and smooth.

    14. When we add smooth our model looks nice, even when we are very close. But it is important that we can still add modifier like TurboSmooth to make the mesh extremely smooth.

    15. Now we will create door lines. The technique is the same. First select polygons around the shape, attach them to a new object.

    16. Choose a new object and go to Boolean option. Pick operand B, and click on the shape.

    17. Change Boolean object to Editable Poly and clean mesh.

    18. Select the door line and chamfer set on 0,2 cm.

    19. Clean mesh again. To clean mesh you can use a few options: weld verticles, target weld (for verticles), collapse (for verticles).

    20. Now select polygons and extrude set on -0,5 cm.

    21. Select the line. Then extrude and clean mesh.

    22. Go back to the edges and now just click chamfer set on 0,2 cm.

    3. 23. Unhide all objects, and select "car body". Attach Boolean object, select all verticles and weld set on 0,01 cm. Go up to the modifier list to smooth, and observe the result. We have now beautiful door lines.

    Remember not to use only chamfer to create those details. Here you can see my models created in this technique.
  11. Join Date
    Jan 2004

    Sjon: Nice tutorial

    streaker: Share it in some other form ( text + images, not pdf ) it will be easier to post it .
  12. #32

    MF - you know how to irritate me, I spend more time over preparing next versions than over writing this tutorial :/

    So, here you are text + images version as you wish...

    ---Tutorial start---

    In this tutorial I will show how to create fireworks animation using 3ds max and Particle Flow.

    This tutorial require basic skills of using 3ds max and Particle Flow.
    This isn’t step by step tutorial. I just present some technics and methods
    that I used to create Fireworks animation.

    Here you can see finished flow, that I'm going to explain in this tutorial :

    Particles bahavior :

    1. I decided that I use 3 different types of rockets, so at very beginning I divided particles to 3 parts (market red). Be aware that "Split Amount 02" send to "Yellow Rockets" event 80% of particles that still are in "Distribute" event after sending 40% (with Split Amount 01 operator) to "Red Rocket event".
    1a. I also decided to Yellow rocket after blowing up have trails in 2 colors, so I need next divide.
    2. Just apply standard operators what we usually have in Flow (Gravity is planar type with Strength reduced to 0.1)
    3. Here in create trails after main particles using Spawn operator, that is common operation and doesn't need closer explanation.
    4. How particles know when blow up ? As you probably remember 3ds max using Z-up system. When our particles starts falling down and reach proper speed (because of Force operator with gravity) we send particles to another event and then we blow it up using spawn test.
    5. I used another Speed Operator rather than Speed options in Spawn operator, because in that way I achieve more interesting results.
    5a. Like above, but in this time particles create disk structure (remember to set high divergence and variation values).
    6. Like earlier I create trails after particles
    7. To make animation more interesting and realistic I added also Wind force (just turbulence)
    8. Shapes are always Spheres with different size.

    Particles materials (more interesting part ) :

    In this case I used "Material Dynamic" all the time, because I used "Particle Age" map.

    "Particle Age map It alters the color (or map) of a particle based on the particle's life. The particles in a system begin as one color. At a specified age, they begin changing (by interpolation) to a second color, and then they change again to a third color before they die out."
    (part of 3ds max help)

    Remember also that Particle Age work only if you add Delete operator to flow (otherwise particles don't have age).

    In all maps you have to set Texture mapping : Planar form Object XYZ, otherwise 3ds max whenever you try to render will pop up you what you don’t have mapping coordinates. Also in main material set Self-Illumination at 100%

    Here is the most tricky part: "Particle Age" map has only 3 slots for color or maps... But you can dodge this using "Gradient Ramp" with Gradient Type: Mapped and Source Map: Particle Age (standard) Now we can unlimited amount of color that we can apply.

    My materials:

    This is material for rocket trails, I created 2 types this material (only difference is color in diffuse channel).
    Map in Opacity channel cause that when particle getting older become less visible.
    Map in diffuse channel cause that when particle getting older changing their color.

    That are one color particles, so I don't need to have any map in diffuse channel. In opacity channel I have very dense and vary blach&white map, this cause some flickering that you can observe in real life.

    That three materials ale made using diffuse map (like in M1, but only different gradient) and opacity map (like in M2).

    And final part :
    That's render from 3ds max :

    That render I saved as .png (with alpha) and open in Combustion, copied 2 times and set Blending Mode for copies to Color Dodge (to make color more saturated and stronger). Then I nested this layers and add a little blur (0.6) and Glow (2 times, one with large radius - about 20 - and one with very small - about 0,3).
    After that I get this result:

    Instead od black background you can of course use some picture..

    If after finishing this tutorial you still have some problems to achieve
    safisfating results write to me : and I will send you my
    finished scene.

    ---Tutorial end---
    Last edited by streaker; 2006-12-29 at 06:50 PM.
  13. Join Date
    Jul 2004

    hello all.. peoples how is the form to post in evermotion and when you see ... the post all the peoples see integrate texto and image.. but realy see the image ... like other post...
    in streaker post i see the text and then the link to see the image.. and meybe is more easy when is integrate to the post...
    thz to all....
    and happpy new YEARrrrr.!!!!!
  14. Join Date
    Jan 2004

    Streaker and Sjon: Contact me and we will talk about reward ... Good tutorials.

    I encourage other users to take this opportunity to win one of our CD's It's very easy.
  15. Join Date
    Sep 2005

    Thank you very much !!!!!!!!!!!
  16. Join Date
    Jul 2004

    hi peoples , i see your competition and is this my tutorial is part 2 completed for now.. but i stiil working in the 3 part..
    i hope your likes....
    and i know a break a littel rules.. but mybe your to reconsider = )

    PART 1

    PART 2
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