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The Bird timelapse



Made in Blender by P2Design. Blend file included.

Pikachu Modeling Timelapse

A timelapse of the modeling of Pikachu for latest Pokemon wallpaper by Colorbleed Studios.


Building complex tubes

Tutorial for Zbrush and 3DS Max.

Create Edge Maps in Zbrush



In this video Jose Alves da Silva shows how to create an edge map in ZBrush that can be used as a mask for roughing edges on materials.

Zbrush: Rigid Surface Speed Sculpt

In this demonstration Jeremy Baldwin shows how to sculpt rigid surfaces in ZBrush using various freeform techniques.


Sculpting an Elephant with Isaac Oster

This tutorial is intended for artists new to Zbrush and interested in learning more about organic modeling techniques.

In this six part tutorial series, Isaac Oster breaks down the process for modeling an elephant in Zbrush. Reference images, alphas, and brushes used in this project are available at isaacoster.com/elephant_resources.rar

Mechanical death 2.0 - Making Of



Zbrush export and speed-up texturing in Photoshop by Santiago Betancur.


See Hi-res finished image on ArtStation.

Ten Minute Tentacle

A short tutorial showing off some new features of ZBrush 4 R7.

Demonstrates how to use the new ZModeler Brush and nanomesh to quickly add suction cups to a tentacle mesh.

Designing Eyvind Earle-esque Trees



Using ZBrush's new Nanomesh.

Rock Sculpting Tutorial

Workflow for 3D Modeling in 3DCoat Voxels, ZBrush and Modo for Gaming and Film VFX.

ZBrush tips: Creating clean extrusions using masking

An easy workflow for creating extruded geometry using masking, poly groups, goups loops, transpose, and zmodeler.

Hard Surface in ZBrush



Modeling tutorial.

ZBrush Architectural Design

Modeling scyscraper and rendering with ZBrush to KeyShot Bridge.

This tutorial series gets things started with the ZModeler Brush and NanoMesh to create a building base. Use NanoMesh’s random, variation, offset, and rotation sliders to create a unique skyscraper look.

Now that you have your base building model ready after watching Part 1, let’s modify your base model more with the ZModeler Brush.

Start this lesson with an introduction to Surface Noise, this will be used later to add more detail to your building. ZModeler is used again to create separate assets for Alpha creation.

Now that you’ve created tileable assets from Part 3’s lesson, let’s create Alphas with help from the 2.5D features.

Using the Alphas created in the previous lesson, it’s time to apply them using Surface Noise. This technique adds detail to your skyscraper, giving it a realistic effect when rendered.

We now have a fully modeled skyscraper building, let’s render it with the ZBrush to KeyShot Bridge!


ZBrush 4R7 Feature Nanomesh

A quick look at ZBrush's Nanomesh "particle system" and how to use it to create hand-crafted generative artwork.




Sculpting a hand in ZBrush

Creating human hand in ZBrush.


Maya/Zbrush Wood carving texture tutorial

Learn how to achieve a wood carving texture panel in Maya/Zbrush.

Topics covered:
  • How to model the leaves and flower
  • Get a nice and clean mesh flow
  • Export the mesh to zbrush
  • Project mesh to a plane with the resolution ratio needed
  • Adding details to edges and crevices
  • Add wood detail and bumps

Houdini procedural 2014 World Cup Ball

In this video you can learn how to model 2014 World Cup Ball.

This is a Houdini tutorial inspired by Alex Cheparev's Maya version.

Creating a pyro explosion shader

Simple tutorial for Houdini.


Making of car crash

Making car crash scene using 3ds Max and Nuke.

For English subtitles press "CC" at the bottom right corner of video frame.

KeyShot Quick Tip: Fade Animation

Learn how to quickly create a fade animation to show and hide parts or transition part opacity.


Mapping Tiles and Bricks

A time saving graph-snippet for extracting individual tiles or bricks from textures.

If you don't have time for tutorial, you can download tutorial files and use a snippet right away. What it does? The snippet is made for fast tiles extraction from textures. you just enter number of columns and rows and this little piece of code does the rest. You can also scale and offset tiles.
In this tutorial you can learn how to make the snippet. It uses multiple UVW XForm operators to separate the controls for the U and V axes. In addition, we automatically adjust the segments UVWs so that they scale to fit an individual brick to save you from having to manually adjust the UVW coordinates on the source geometry.


Mapping Tiles and Bricks from iToo Software on Vimeo.

Making of Gecko

Video showing some behind the scenes stuff on the Gecko animation.




Final animation:


Golaem Crowd Quickstart Tutorial

You are just 10min away to creating your first crowds.

A 10 min introduction to Golaem Crowd 4 for Maya, showing all the basics of simulating a crowd, rendering it and modifying the cache after simulation.


Houdini Tutorial - Swirly trails

Tutorial by Danil Krivoruchko.



Fusion Basics

Compositing tutorial for beginners by Alf Lovvold.



RealFlow 2015 : Crown daemon





Quick, rough explanation on how to use the new Crown Daemon in RealFlow 2015.



RealFlow 2015 : Crown daemon 101 from Gus S. Perez on Vimeo.

Ornatrix tutorial: Creating and moving hair roots

Styling hair and fur with Ornatrix.



Making of big public library - Tip of the Week

Scene from Archinteriors vol. 38 inspired by Salt Lake City public library.

This scene is inspired by Salt Lake City public library. Bended roofing made of glass panels, arched wall on the right, greenery inside - there was a lot of work to do here and the building in particular wasn't easy to create. Let's see how does it look in 3ds Max. This scene can be bought separately (€50) or with Archinteriors vol. 38 collection (€120) in Evermotion Shop. The scene was created by Piotr "Joker" Mróz from Evermotion.
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Final image after post-production in Photoshop. You can compare it with one of our references here. we used trees from Archmodels vol. 136 city trees collection.

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Wireframe view.

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This is what you see after you open the scene in 3ds Max - view from camera placed in human, first person perspective.

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There are many elements in the scenes, so the use of layers was necesarry to improve viewport navigation.

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The building is quite complicated one - there are many separate elements and materials.

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Some elements of the building - we have separate walls, windows, window frames, construction elements, floors, elevator shaft, etc.

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We used many interior lights and Vray Sun. Sun settings are above.

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The rest of lights are placed on the left. they give this orange glow of ceiling lamps. Settings above.

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Arched walls and floors - outside view.

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Walls material

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Walls material, continued

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Glass walls and roofing ensure that interior is properly lit during daytime. We modeled windows and separated them from frames.

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Window glass material

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Window frames material.

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for greater realism we added contruction elements in the building. they are not visible on the final image though.

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Floors.

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Floors (isolated)

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Floors material.

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Main floor


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Main floor material.

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Elevator.

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VRay Camera settings.

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We placed a cylinder with environment map outside the building.

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Outside map settings

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Outside map settings, continued

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Outside map settings, continued (2)

Click on image to enlarge nr_i38s4_0008_environment_settings_242.jpg
We used also Vray sky and Environment fog to simulate atmosphere.

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Above all we placed a dome with Vray Override material.

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Dome material settings. As you can see we used sky bitmap for diffuse and another "cranked" version to enhance reflections. We could use HDRi instead, but this method (bitmap in two versions and override material) is less noisy for interiors.

Click on image to enlarge nr_i38s4_0005_dome_material_2_239.jpg
Dome material settings, continued

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Dome material settings, continued

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Dome material settings, continued

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Dome material settings, continued

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Additional elements - chairs and tables

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Trees imported from Archmodels vol. 36.

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Render settings

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Passes

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Raw render

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Photoshop stack

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Final image after post-production in Photoshop


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