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Abhishek
28-10-2005, 01:22 AM
<P>Hey Tantrics,</P>
<P>Here's the link to the Tutorial of Modeling in ZBrush by Carl Caste [Mojo Jogo at cgTantra]. Its the same workshop by him from the cgTantra Anniversary Meetup. cgTantra is thankful to him for his wonderful workshop and for taking out his time to create this tutorial.</P>
<P><A href="http://www.cgtantra.com/Article/detail.asp?iArt=394&amp;iType=23" target="_self">http://www.cgtantra.com/Article/detail.asp?iArt=394&amp;iTyp e=23</A></P>
<P>For other tutorials at cgtantra...</P>
<P><A href="http://www.cgtantra.com/page_display.asp?pid=3" target="_self">http://www.cgtantra.com/page_display.asp?pid=3</A></P>
<P>Thnx Carl <IMG src="smileys/smiley1.gif" border="0"></P>
<P> __________________________________________________ __________ _________________________________________________ </P>
<P>1) First I got my references from http://www.schellstudio.com/ <BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image01.jpg" align=baseline border="0"><BR><BR>2) I then took those images and am gonna use them as my references?it is at this point that I fired up xsi and loaded up a default head..<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image02.jpg" align=baseline border="0"><BR><BR>3) I then turn on symmetry and tweak the mesh to look as close as it can look to the references without adding any detail just yet?.Note?you can add detail at this stage infact it would better the get your model to around the 50% mark and then use zbrush to add the really finer details?<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image03a.jpg" align=baseline border="0"><BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image03b.jpg" align=baseline border="0"></P>
<P><BR>&nbsp;</P>
<P>4) Now I export the mesh out of xsi as a obj and this is where I then open up Zbrush?<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image04.jpg" align=baseline border="0"><BR><BR>5) In Zbrush I go into the tools panel and import the obj?.and then I ?draw? the model onto my workspace? by simply clicking and dragging on the screen.<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image05.jpg" align=baseline border="0"><BR><BR>6) Then one must immediately turn on the edit mode to edit the model?.if you don?t then just like any 2d software it will draw the same model wherever you click next. To go into the edit mode you can either click on the edit button in the top menu, or simply right click anywhere in you workspace and turn on edit.<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image06.jpg" align=baseline border="0"><BR><BR>7) Now for navigation in your view port?. there around 2 basic tools<BR>a. For rotation in your view port just click anywhere in you workspace and drag (don?t click on the model though)<BR>b. For zooming in you can either click the scale button and drag or hold ALT and Left click your mouse button and then let go of alt and drag.<BR>c. To pan you can use the Move button or once again hold ALT and click the LEFT mouse button but this time don?t let go of the ALT key.<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image07.jpg" align=baseline border="0"><BR><BR>8) Now once in the edit mode the modeling can begin?firstly lets see how does one increase subdivisions and go back and forth in our subdivision levels? This is accomplished by opening up the Tools panel, under which there is a section called geometry where we can increase the subdivision by pressing the divide button?You can dock this panel or any panel for that matter into your side panels so that they always stay open?<BR>Once you hit the divide button the geometry is subdivided once and you can keep hitting the divide button and this will further subdivide your mesh. Now the cool thing about zbrush is that you can keep moving up and down between your subdivision levels and tweak you model and whatever changes you make at a lower level will be propagated up to you higher levels?..try and see I think its easier to experience than to explain.<BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image08a.jpg" align=baseline border="0"><BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image08b.jpg" align=baseline border="0"><BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image08c.jpg" align=baseline border="0"><BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image08d.jpg" align=baseline border="0"><BR><BR>9) Now lets see how I did my modeling?well once your model is loaded and subdivided?to model further is almost like painting?But before starting anything I first go and turn on my symmetry mirror mode so that I only have to focus on one side of the model. This is found in the Transform Panel where you just have to hit the X (which is activating symmetry in your x axis) and M (which means all you actions will be mirrored.)<BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image09.jpg" align=baseline border="0"><BR><BR>10) Now before we start painting lets just also take a look at how to adjust our brush to perform different tasks?To gain access to your brush setting simply Right Click your mouse button anywhere in your workspace. Which will open up a floating menu ?<BR><BR>You can also use the ALT key to toggle between pull and push, what I mean is that if you are in the Zadd mode and you paint on you mesh it will pull out the mesh but if you want to push the mesh in ?instead of right clicking and changing the mode every time you can simply hold down your ALT key and continue painting and this will toggle your mode and you will now be painting in your Zsub mode.<BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image10.jpg" align=baseline border="0"><BR><BR>11) Now while I was modeling this head I realized I needed to make some changes to my base mesh itself as I realized the ears were not right and so on?so I just went down to the lowest level and then began tweaking the mesh?at this stage I not only used the Zadd and Zsub tools I also used the Move tool to move on a vertex level?once can also check out the wire frame in zbrush.<BR><BR>After finishing all my changes in my move mode I can go back to painting my pull and push by once again right clicking anywhere on the screen and turning on my Draw mode?<BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image11.jpg" align=baseline border="0"><BR><BR><BR>12) to see your models proper form you can even change the shader that?s is applied to it by opening up the materials tab and clicking on any of the predefined materials?you can even export and import materials created by you for other models<BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image12.jpg" align=baseline border="0"><BR><BR>13) Now most of the time during this model I was using my STD brush which was performing my pull and push?but if I want to change to pinch or inflate you can change the settings in the transform panel<BR><BR><IMG alt="" hspace=0 src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image13.jpg" align=baseline border="0"><BR><BR><BR>14) That?s pretty much it for the modeling?..after which I imported a material ?and a light setup which I downloaded from www.zbrushcentral.com and rendered within zbrush itself with shadows and some tweaks?<BR><BR><IMG src="http://img.photobucket.com/albums/v405/aatur/Zdoc%20-%20tantra%20vault/Image14.jpg" border="0"><BR><BR>That?s about it...I shall be further posting some tips on how to render out 360 turnaround of your model directly from Zbrush....please note most of this knowledge is gained from going onto www.zbrushcentral.com . You can also download the demo version of zbrush 2.0 from there . <BR></P><edited><editID>Abhishek</editID><editDate>38746.4069444444</editDate></edited>

3d_devil
02-11-2005, 02:09 PM
Wow thankz abhi..<img src="smileys/smiley32.gif" border="0"> n special thankz MojoJogo for that good tutorial...<br>
<br>
i just start to expiremnt with z-brush few days back... n it was i lil
hard to understand when n where to use the tools of z-brush.... i was
mainly depentin on the z-scripts to learn but they were a lil fast for
me to catch-up<br>
<br><img src="http://forums.cgsociety.org/images/smilies/buttrock.gif" alt="" title="buttrock" class="inlineimg" border="0" border="0">
this tut is really helpful for a z-brush fresher like me !!!<br>
<br>
thankz mojo...<br>
<br>
<img src="http://forums.cgsociety.org/images/smilies/notworthy.gif" alt="" title="bowdown" class="inlineimg" border="0" border="0"><br>
<br>
n abhi i'm expectin more of such helpful tutorials<img src="http://forums.cgsociety.org/images/smilies/clap.gif" alt="" title="Applause" class="inlineimg" border="0" border="0"><br>
<br>
thankz once again guyz<img src="smileys/smiley4.gif" border="0"><br>
<br>



<edited><editID>3d_devil</editID><editDate>38658.1330555556</editDate></edited>

anishmations
02-11-2005, 02:12 PM
<P>that was a cool tutorial ! thanks for that link abhi..and Carl..we need more of such awesome tuts <IMG src="smileys/smiley1.gif" border="0"></P>
<P>I'm new to z-brush and was lookin around collecting tutorials. this one is great..</P>
<P>I found a decent intro level video tut on the cd that comes with the ANIMATION TODAY magazine (issue 3) by the&nbsp;great MEATS MIER. That plus this tutorial by Karl, I think has knocked some 2.5 D sense into me to get started on Zbrush.</P>
<P>Karl..I'm waiting for the next in the series. thanks for makin this possible for the ones who missed out on ur live demo at the&nbsp;tantra&nbsp;event. &nbsp;<IMG src="smileys/smiley32.gif" border="0"></P>

3DoorsDown
03-11-2005, 01:48 PM
Thats a very simple to understand and nicely made tutorial. Made me get
lots of things easily. Thnx Carl for creating it hoping some more like
this from you... Its a requst&nbsp;<img src="smileys/smiley1.gif" border="0">

hanzil
03-11-2005, 02:18 PM
<P><IMG src="smileys/smiley32.gif" border="0">&nbsp;thank you mojo!!!</P>
<P>i love it realy simple n easy to grasp. really good one foe a newbie like me.</P>
<P>thankz abhi.</P>

press_ps
03-11-2005, 02:21 PM
<IMG src="smileys/smiley32.gif" border="0">thank you guys

MoJo_JoJo
04-11-2005, 02:13 AM
<P>hey all thanx for the replies and stuff....i would also like everyone to check out this link if u havent already done it....its&nbsp;a bunch of videos showing different zbrush artists in action... and to check out the amazing texturing capabilities of zbrush especially check out the videos by Kris Kosta and Caroline Delen</P>
<P><A href="http://pixologic.com/zbrush/class/artaction.html" target="_blank">http://pixologic.com/zbrush/class/artaction.html</A></P>
<P>happy brushing</P>

MoJo_JoJo
10-11-2005, 02:07 PM
<P>hello all this is something i found on zbrushcentral a while back its been posted by pixolator who is THE MAN behind zbrush...its a tut on how to render out a turntable anim of any zbrush model using zbrush's materials,lights and rendering ....happy brushing</P>
<P>The following are the steps that I have executed in order to produce the above test...<BR><BR><B>Step 1:</B> For this test, I wanted to create a spin-animation at size of 200x200 pixels (You may choose larger size, for this post I opted to keep the movie file size smaller). We start by resizing ZBrush canvas to the desired size (I have resized the canvas to 400x400 which allowed me to reduce the size of the final movie by 50% and get better antialiasing).<BR><BR><B>Step 2:</B> Load the 3D mesh , draw mesh in canvas and adjust its position, size and orientation to have the mesh fit nicely within the boundary of the canvas.<BR><BR><B>Step 3:</B> While in edit mode, press the Transform <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">ZSpinner <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0"><SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> button. This allows you to view a test-spin of the mesh. if the mesh spins around the wrong axis, you can adjust the mesh orientation by using the Tool <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Preview icon to modify and store a new base orientation. <BR><BR><B>Step 4:</B> Adjust spin-speed as needed. By default, the <SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> will rotate the mesh in 10 degrees increments which will produce 36 frames for a full 360 degrees spin, if you need smoother rotation you may reduce this value, example: for the above movie, the value was set to 5 resulting in 5 degrees increments between frames totaling at 72 frames for a full cycle.<BR><BR><B>Step 5:</B> Adjust rendering properties. Modify the material, lights and rendering properties as needed. <BR><BR><B>Step 6:</B> By default, the <SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> function will spin the mesh in the canvas without recording any frames, but if you have one (or more) frames already recorded in the movie controller then <SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> will switch to recordable-spin. <BR><I>Note: the default (non-recording) spin will continue to spin until you press the Esc button but when the spin-recording mode is activated, the Spin zscript will automatically stop at the end of the 360 degrees cycle.</I><BR><BR>When recording a movie, the movie recorded will record frames in its default size. In order to customize the size of the recorded frames we need to import an image with the required width and height into the movie recorder. To do so, I simply exported an image of the current canvas by pressing the Doc <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Export button and then imported this image into the movie recorded by pressing the Movie <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Inventroy <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Iimport. If done correctly, you'll be presented with a dialog box asking you to confirm the new size.<BR><BR>This step accomplishes two things, first it customizes the size of the recorded frames and -- because the movie recorded now contains a frame -- activates the spin-recording mode. <BR><I>Note: Customizing the size of the movie recorded can only be done when the movie recorder does not contain any frames. If you do have recorded frames then delete all frames before executing this step.<BR><BR>Note: The movie controller will continue to display the recorded frames in the default size but the frames will be exported in the correct customized size.</I><BR><BR><B>Step 7:</B> Pressing the Tansform:ZSpinner <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0"><SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> button will initiate the recording sequence. The script will automatically stop when full cycle is recorded.<BR><BR><B>Step 8:</B> Export the recorded frames as sequentially numbered images by pressing the Movie:Inventriy:Mexport.<BR><BR><B>Step 9:</B> Launch the external moviemaking program, import the exported images and compose your movie.<BR><BR>Here are the quicksteps...<BR><BR>1. Resize the ZBrush canvas to the required size (or double the required size).<BR>2. Load the 3D mesh, draw in canvas and enter edit mode.<BR>3. Press Transform <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">ZSpinner <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0"><SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> to execute a test Spin. Press Esc to abort<BR>4. Adjust the Transform <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">ZSpinner <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Speed<BR>5. Adjust any required rendering , lights and materials settings.<BR>6. Import initial frame with a customized width and height into the movie recorder.<BR>7. Press Transform <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">ZSpinner <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0"><SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> to record the spin frames<BR>8. Export the recorded frames by pressing the Movie <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">Inventroty <IMG class=inlineimg title=Submenu alt="" src="file:///D:/Personal/carl/zbrushStuff/ZbrushTuts/ZBrushCentral%20-%20Turntable%20in%20zbrush_files/submenu.gif" border="0">MExport button<BR>9. Launch external moviemaking program, import frames and compose the movie.<BR><BR>Tips:<BR><BR>1: In order to use perspective-distortion while the object is spinning you need to activate the perspective mode (in the draw palette) while in transform-mode (not edit mode). The <SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> function will automatically hide the Gyro while recording.<BR><BR>2: You may utilize a 2nd layer in order to place background image or any 3D objects which will remain static throughout the recording process (such as a floor or a display stand)<BR><BR>3. In order to record in BestRender mode you need to activate the best render mode and then press the <SPAN =highlight><strong><FONT style=": #fb8d00" color=#202020>SpinIt</FONT></strong></SPAN> button, when you do so, each frame will be best-rendered before it is recorded.<BR></P>

kamaldf
06-03-2006, 04:10 PM
<P>it is really nice tut. and very easy graps from this.........</P>
<P>&nbsp;</P>

rohitjain333
30-03-2006, 03:53 AM
<P>hi carl..</P>
<P>thanks for the nice tutorial..and thanks abhi to post it..i hv started practicing it..and enjoying it.<BR>but one thing i cudnt understand that..what is the use of zbrush in the industry..i mean..is it only for modelling?? since the output of zbrush is too high..so.how do we animate our charactor? coz any 3d software cant animate such a high mesh.<BR>pls solve my confusions..<BR>thanks<BR>rohit<BR></P>

MoJo_JoJo
31-03-2006, 03:16 PM
<P><FONT style=": #c0c0c0">hey Rohit....</FONT></P>
<P><FONT style=": #c0c0c0">zbrush atleast in my experience is great for modelling and texturing...now when we sculpt in zbrush its tru the mesh is pretty heavy and thus taking that mesh directly into anyother 3d package to animate is unthinkable but there are many work arounds...</FONT></P>
<P><FONT style=": #c0c0c0">some people first build there base meshs in there own softwares...then take it into z brush add detail....now this detail can go upto 7 or 8 subdivisions.... so when they wanna take it back....they&nbsp;go down to around 2 / 3 subdivisions and export the mesh and then they export a displacement and bump map which contains the remaining detail of upto the 7th or 8th subdivisions.....some people also export normal maps, this can be useful for game models as well as for rednering now....</FONT></P>
<P><FONT style=": #c0c0c0">zbrush is slowly creeping into a number of production pipelines as we speak....if you check out this link you will see that its been already used in Underworld Evolution very extensively for modelling</FONT></P>
<P><FONT style=": #c0c0c0">here are some links of places where zbrush has been used in production</FONT></P>
<P><FONT style=": #c0c0c0">&nbsp;<A href="http://www.deathfall.com/feature.php?op=showcontent&amp;id=58" target="_blank"> http://www.deathfall.com/feature.php?op=showcontent&amp;id=5 8</A></FONT></P>
<P><A href="http://pixologic.com/zbrush/interviews/luma_interview.html" target="_blank">http://pixologic.com/zbrush/interviews/luma_interview.html</A></P>
<P><A href="http://pixologic.com/zbrush/interviews/digic_interview.html" target="_blank">http://pixologic.com/zbrush/interviews/digic_interview.html</A></P>
<P><FONT style=": #c0c0c0"></FONT>&nbsp;</P>

MoJo_JoJo
31-03-2006, 03:21 PM
<P>hey everyone might wanna check these pdfs out</P>
<P>&nbsp;they&nbsp;illustrate what your workflow should be between your native software and Z brush</P>
<P>&nbsp;</P>
<P>xsi, maya and max</P>
<P><A href="http://pixologic.com/zbrush/class/zpipeline.html" target="_blank">http://pixologic.com/zbrush/class/zpipeline.html</A></P>

rohitjain333
31-03-2006, 04:48 PM
<P>thanks carl to for the informations...i really needed it.<IMG src="smileys/smiley1.gif" border="0"><BR>will ask you more questions about it <IMG src="smileys/smiley2.gif" border="0"></P>
<P>thanks again</P>
<P>rohit</P>

nilesh shah
07-04-2006, 12:43 PM
<P>Hi Carl Castelino<IMG src="smileys/smiley1.gif" border="0"></P>
<P>&nbsp;Very nice tutorial</P>
<P>&nbsp;Thanks a lot.</P>
<P>&nbsp;nilesh shah <A href="http://www.splineworks.com" target="_blank">www.splineworks.com</A></P>
<P>&nbsp;bye</P><edited><editID>nilesh shah</editID><editDate>38814.0932407407</editDate></edited>

animoaashu
10-05-2006, 12:51 AM
<P>z brush tutorials </P>
<P>&nbsp;</P>
<P>enjoy</P>
<P><A href="http://www.pixol.com.au/zbrush_maya_tutorial.htm" target="_blank">http://www.pixol.com.au/zbrush_maya_tutorial.htm</A></P>
<P><BR>spline car modeling really great tutorial!<BR><A href="http://www.onnovanbraam.com/index.p...linecarmodeling" target="_blank">http://www.onnovanbraam.com/index.p...linecarmodeling</A></P>
<P>and another great place for Car blueprints<BR><A href="http://www.3dmodelart.com.ar/docseng/eng_servicios5.htm" target="_blank">http://www.3dmodelart.com.ar/docseng/eng_servicios5.htm</A> </P>
<P>i found Tutorial - Boxmodeling a car <BR><A href="http://www.cgtalk.com/showthread.ph...60&amp;page=1&amp;pp=15" target="_blank"> http://www.cgtalk.com/showthread.ph...60&amp;page=1&amp;pp=1 5</A></P>
<P><BR>How about some avi tutorials</P>
<P>3dsmax HDRI Tutorial (Video) <BR><A href="http://www.smcars.net/forum/viewtopic.php?t=11248" target="_blank">http://www.smcars.net/forum/viewtopic.php?t=11248</A></P>
<P>Nice video tutorial car modeling max 5 lotus elise<BR><A href="http://www.smcars.net/forum/viewtopic.php?t=6534" target="_blank">http://www.smcars.net/forum/viewtopic.php?t=6534</A></P>
<P>&nbsp;</P>
<P><BR> ------------------------------------------------------------ --------------------</P>
<P>I didn't see <A href="http://www.3d-palace.com" target="_blank">http://www.3d-palace.com</A> in here.</P>
<P><BR><A href="http://www.xenomorphic.co.uk" target="_blank">http://www.xenomorphic.co.uk</A></P>

samar vijay
21-09-2006, 04:37 PM
<P>very nice tutorial</P>
<P>sure would b helpful</P>