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Showing posts from December, 2014

Rigging and Animating a Flock of Fishes

This lesson will take us through the process of rigging and animating the 3D model of a fish inside 3DS Max while we also go through the process of creating a fish school swimming in the ocean. For rigging the fish model we will use a free max script easily available on the internet, 'Spring Magic'. While we will generate the basic Fish School effect by using 3DS Max's Particle System.




01          Fire up the 3DS Max scene file 'DFX_Fish_Flock_01.max' from the project folder where we have a set of 7 fishes ready for the rigging process. These models of the fishes have already been textured and shaded to save us our precious time, as we would like to concentrate on core rigging and animation parts in this lesson.



02          Select and isolate the '01_DFX_Blue_Gill_Fish' and start creating a rig for it using the bones object. We will start creating the bone chain from head to tail with at least 7 to 8 bones in the rig. Adjust each Bone's Height and Widt…

Interior Lighting Using Radiosity

In this lesson we are going to look at the advanced lighting feature called Radiosity which is a very effective method inside 3DS Max for calculating Indirect Illumination. Radiosity is a Physically Accurate method of calculating Indirect Lighting compared to 3DS Max's other Advanced Lighting feature 'Light Tracer', which depends on a bit of approximation.

01          The rule of thumb for fetching the best results with Radiosity is to model the scene on real world scale units and to use the 'Photometric' lights. A Photometric Light is meant to be a lot more physically accurate so it is actually based on a little bit more real world values instead of simple arbitrary brightness or color values like the 'Standard' lights.

02          We will start working with the 'Photometric' lights by creating a 'Target Light' in the scene from the 'Photometric' lights menu. But whenever we start to create a Photometric Light in the scene, 3DS Max…