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MULTIMEDIA

MULTIMEDIA

http://coolguyz-uzair.blogspot.com

tutorials about multimedia graphics

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  • RIGING OF CHARACTER WITH BIPED

    Posted on Saturday December 26th, 2009 at 13:38

    We have to decide to animate character in 3d studio max the simple way is to animate character we have to rig biped with character simply we have a character and its open in 3d max now we have to set biped with the character. We have to create biped ...

  • WATERFALL BY PARTICLES

    Posted on Friday October 9th, 2009 at 15:19

    First we have to create a scene for the creation of the scene we follows the following steps(1)we drag the box from the top view , length of the box is 300 width is 100 and the height is 150(2)we have to draw a cylinder from the front view radius =30...

  • FIRE WITH PARTICLES

    Posted on Friday October 9th, 2009 at 15:13

    Step 1 Setting up ParticlesStart by creating a blizzard particle system and place it in your scene so its pointing upwards. To do this go to Create > Particles > Blizzard. Rotate the particle emitter 180 degrees so its pointing up. Under the mo...

  • FIRE MATERIAL

    Posted on Friday October 9th, 2009 at 15:11

    Start by creating a new Standard material. Under Shader Basic Parameters, choose Blinn. Choose an orange color for Ambient/Diffuse Color. I chose an RBG ofRed: 255Green: 120Blue: 0Hue: 20Sat: 255Value: 255Check the self illumination box and select a ...

  • SNOW SCENE WITH PARTICLES

    Posted on Thursday October 8th, 2009 at 15:01

    First we have to make a scene we have created a scene in 3d max see in picture 1(A)1(a)Then we have decide to create a snow fall in this scene this is the procedure we create rain. First we have to go in geometery and in geometery particle systems. I...

  • TEXT ANIMATION BY TARGET CAMERA

    Posted on Wednesday September 30th, 2009 at 16:40

    First we type a text in 3d studio max like uzair. In text uzair u is written separately z is written separately a is written separately I is written separately and z is also written separately. Then we set a target camera from the front as we see in ...

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