
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.
Apply symmetry and polygon modeling to sculpt the helmet, using loop, connect, edge shifts, and copy-paste techniques to create flat surfaces and refine the upper and lower sections.
Detail the helmet in the Iron Man heartbreaker project by selecting polygons, extruding, cutting, and creating edge loops with swift loop, shell modifier, and symmetry to refine curvature and structure.
Detailing the helmet in 3ds Max 2020, this lecture covers polygon editing, inverting normals, extruding, adding support loops, and using symmetry to refine surfaces.
Detail the helmet by applying the poly modifier and collapsing selected edges, using symmetry to mirror details, and detaching, attaching, and adjusting edge loops to refine the surface and curves.
Block the neck of the Iron Man heartbreaker model with planes, convert to editable poly, apply symmetry; animate opacity across frames while cloning and aligning polygons.
Detail neck of the iron man model in 3ds Max 2020 by applying shell, turbosmooth, symmetry, and ffd modifiers; add support loops, extrude, and adjust vertices to match the reference.
Block the torso of Iron Man heartbreaker in 3ds Max 2020 by building a cylinder, applying materials, and shaping with editable poly, extrude, symmetry, and turbo smooth workflows.
Block the torso using edge loops, ring, and swift loop to shape the model. Apply symmetry and turbo smooth, detach parts, and create a modifiers set and toolbar for efficiency.
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 torso of Iron Man in 3ds Max 2020 by refining edge loops, applying symmetry and TurboSmooth, and executing cuts, chamfers, shells, detach workflows.
Detail the torso by adding support loops with swift loop, connecting edges, extruding, and applying shell and turbo smooth to refine the surface.
Detailing the torso 03 guides you through creating and refining edge loops, planar cuts, extrusions, and shell and symmetry workflows in 3ds Max 2020.
Detail the iron man torso in 3ds Max 2020 by editing polygons, extruding, target welding vertices, and using Shell, Edit Poly, Symmetry, Swift Loop, and FFD for contour and thickness.
Detail the torso in 3ds Max by editing polygons, applying shell and FFD modifiers, bevel and TurboSmooth steps, and refining vertices with support loops for smooth convex curves.
Detail the torso in 3ds Max 2020 by adding edge loops, adjusting vertices to match the reference, applying shell and symmetry, and chamfering edges for a smooth, rounded shell.
Detail the torso of Iron Man HeartBreaker in 3ds Max 2020 by refining edges, edge loops, and polygons, applying symmetry, shell, turbo smooth, and edit poly operations.
Detail the torso using a 3ds Max 2020 poly workflow: move vertices, add edges with swift loop, convert to editable poly, apply turbo smooth, and mirror complex parts.
Master torso detailing in 3ds Max 2020 by applying symmetry, sweep, and edge loop workflows to create convex surfaces, refine with fillets, chamfers, and extrudes, and mirror across the model.
Block the leg in 3ds Max 2020 using references, symmetry, and editable poly tools, applying materials and refining topology with swift loop edge loops and planar edits.
Block the leg in 3ds Max 2020 by building knee and foot geometry with planes and editable poly, applying symmetry, edge loops, edge-copy, and TurboSmooth; detach, bridge, extrude for detail.
Block the leg in 3ds max 2020 by building planes and cylinders, converting to editable poly, applying shell, cutting, detaching, and refining with symmetry, swift loop, and turbo smooth.
Detail the leg of iron man heartbreaker in 3ds Max 2020 using shell, extrude, detach, weld, swift loop, and turbo smooth to refine the model.
Detail the leg by adding edge loops, extruding and beveling polygons, connecting vertices, and applying shell and edit poly workflows in 3ds Max 2020.
Detail the leg by refining vertices and edge loops, extruding polygons, relaxing and planarizing edges, welding vertices, and attaching thigh halves to produce a clean, convex thigh.
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 by extruding polygons, applying the shell and FFD modifiers, using swift loops, adding support loops, connecting and chamfering edges, and refining topology to match the reference.
Detail the leg using 3ds max 2020 by extruding, cutting, and chamfering edges, adding edge loops and support loops, detaching and cloning geometry, applying turbo smooth, shell, and ffd modifiers.
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.
Detail the leg of Iron Man HeartBreaker in 3ds Max 2020 by building and refining geometry with shell, edit poly, symmetry, turbo smooth, bevel, inset, and extrude.
Detail the leg in 3ds Max 2020 by applying shell and edit poly modifiers, creating symmetry, extruding and chamfering edges, and using the TurboSmooth modifier for a polished look.
Block the arm using plane and editable poly workflows in 3ds Max 2020, applying standard materials, symmetry, and TurboSmooth to match the reference and refine topology with edge loops.
Block and refine the arm using plane and cylinder primitives, convert to editable poly, apply edge loops, inset, bridge, and symmetry to match the reference.
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 using edge loops and vertex edits to match reference, refine topology with shell, edit poly, symmetry, and turbo smooth, and add support loops and extrude polygons.
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.
Learn detailing the arm in 3ds Max 2020 by applying shells, edit poly, and turbo smooth, with detach, edge loops, symmetry, and reference-aligned vertex moves across layered shoulder components.
Detail the arm by creating edge loops, moving vertices with snaps, and applying cut, chamfer, target weld, extrude, and shell modifier to refine topology and match the reference.
Detail the arm: create edge loops, apply TurboSmooth and FFD modifiers, extrude and chamfer polygons, shell and detach parts, clone for fingers, refine with bevels and insets.
Detail the arm modeling workflow in 3ds Max 2020, covering grow and invert loops, detach operations, FFD, symmetry, TurboSmooth, bridge, welds, and vertex refinement.
Assemble armor by selecting and grouping helmet, torso, legs, and arms, then merge parts into assembly, create instances, mirror parts, apply the symmetry modifier, and adjust neck with FFD modifiers.
Set up VRay lighting with a dome light and HDRI. Add VRay plane lights and softboxes, then adjust exposure and glossiness to refine the render.
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.
Assign a gray metallic material to the neck and apply red material to designated parts. Hide unused areas and finalize the material assignment in a 3ds Max and V-Ray workflow.
Select torso parts, detach them, and apply gold, gray, black, and red materials. Create a multi/sub-object material, assign IDs, and propagate materials to instances for self-illumination and metal materials.
Detach the arm, copy the modifiers, paste as instance, and hide the parts that had materials applied for the Iron Man HeartBreaker project.
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.