
Block the helmet to establish the form, refine with edge copy, symmetry, and edge loops for convex curves, then apply a standard material in the material editor and TurboSmooth.
Block the torso by forming edge loops with ring and connect, moving vertices to create loops and detach polygons; apply symmetry and TurboSmooth to refine with swift loop.
Detail the leg in 3ds Max 2020 by building edge loops with cut and chamfer, applying shell, turbo smooth, edit poly, and symmetry.
Detail the leg of the Iron Man HeartBreaker model in 3ds Max 2020 by beveling, extruding, making polygons planar, insetting, adding edge loops, shells, and TurboSmooth.
Explore detailing the arm with edge loops, symmetry, and turbo smooth in 3ds Max 2020, using swift loop, inset and extrude operations, bevels, shell, and chamfer to refine curves.
Detail the arm topology in 3ds Max 2020 by editing edges and vertices, extruding polygons, detaching and cloning sections, and applying shell, turbo smooth, bevel, and chamfer.
Apply red, gold, gray metallic, black, and VRayLightMtl for self-illuminated parts to helmet parts in 3ds Max, using editable poly detach, paste as instance, then group and hide parts.
Apply material assignments to the legs in 3ds Max with V-Ray, using the same steps demonstrated in the previous videos.
Set up VRayColor and VRayDirt maps in the material editor, connect to diffuse and reflection, adjust color, glossiness, highlights, and finalize metal with self-illumination at 4000 kelvin.
This is a project based course. In this course you'll learn how to model hard surface models, rendering , lighting , and material assignment. In our project, we'll model Iron Man HeartBreaker armor using 3ds Max 2020 and V-Ray Next.
We'll start by blocking the overall surface, adding the details , and bonus lectures including lighting and making materials using V-Ray 6.
This course needs a user who is familiar with 3ds Max modeling tools , Editable Poly, Lighting , Rendering and materials Using V-Ray 6.
We'll start first by introducing the Editable Poly tools that we'll use, then add them to a Toolbar to help us access them.
Then we use the Edge Duplication method in Editable Poly to block the different parts of the model, then work our way to add the finer details using modifiers like Symmetry and TurboSmooth modifiers and add support Edges to the model to make sharp edges with TurboSmooth.
After creating the different parts of the Armor, we will assemble them together. Then we will make a lighting setup using V-RayLights and a High Dynamic Range Image map.
Then divide the Armor into different parts to assign the right materials on them.
And finally adjust the Materials' properties to give the look and feel of paint, gold, metal , and self-illuminated materials.