Yeah, yeah, yeah, I know I haven’t blogged in months. It should be expected by now, lol. There’s been a ton of things that’s happened since my last blog, much too many to write about here. Basically in the end, a bunch of things went down, none of it really bad, and I just neglected the blog for a while, and I’ll end up neglecting it again. But as the title of this post suggests, I’m slowly returning to my old ways. What does that actually mean to anyone that reads this? Well, let me think here… Read the rest of this entry
As usual my friends, I’ve been slacking. Well, to be fair, I’m sorta slacking. I’ve still been dealing with the same old BS at this room & board. I got nothing nice to say and I’ll probably blow up if I start typing about it so I’ll just zip it for now. I’ll just say that it is certainly effecting my motivation on these projects of mine due to a poor sleep schedule. But whatever, it’s stupid, BLAH! For a lil while now I was working on making a modeled waving flag for NR2003. I actually was able to get it to load in-game but there were some problems, lol. Read the rest of this entry
Some of you may have seen this before a few years back when I was working on it before I moved, I just wanted to make another post about it because I haven’t quit working. Before RCC got hacked, this is what I was working on.
This is just me making a model of a race track style grandstand. It’s not meant to be a tutorial, just a quick reference to see how I would do it. **No Audio**
While many of you are used to right clicking and hiding/unhiding scene elements, larger scenes may require more organization. In that case you want to use layers. Read the rest of this entry
John shows us how to build a simple room in 3ds Max 9. It utilizes AEC extended objects and the daylight system.
This tutorial entails how to make a nice coffee mug, unwrap it, texture it, make a HDRI lit scene, create a beauty pass, AO pass, and compile in Photoshop for a great final render.
In this tutorial, John Rose shows you how to light a scene using HDRI using a backplate and having a sunlight shadow.