Category Archives: 3D

Adding Randomization to Strands Direction in Softimage ICE

Nika Ragua show how to set up an ICE compound to randomize strands directions in Softimage ICE.

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Using Brute Force & Unified Sampling in Maya Mental Ray

Joseph Briggs takes a look at what unified sampling is and how to use Unified sampling in Mental Ray Maya and what the settings actually do. He then takes a look at using Brute Force and how to use it with unified sampling. finally in the third video, Joseph looks at how to use the [...]

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Great Overview of Creating a Realistic 3D Portrait Using Blender

Kent Trammell walks through the process of creating a realistic 3D portrait in Blender with this new series of tutorials that looks at the entire process from start to finish – some really great stuff here. Kent Trammell writes: This tutorial series explains my method for creating a realistic human bust with Blender. Part 1 [...]

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Cinema 4D Character Rig Template for Kinect Motion Capture

Josh Johnson shares his Character Template for Cinema 4D for using the Ni-Mate real-time motion capture & sound control for kinect. Check out the post for Cinema 4D R13 Kinect Character Rig Template here. Josh Johnson writes: I started playing around with Kinect mocap in Cinema 4D a little over a month ago. It’s pretty [...]

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Using Syflex in Softimage ICE to Create Jiggle on Characters

Tim Marinov shows an overview of how to use Syflex in Softimage ICE for creating Jiggle in a character rig. Syflex has been a great tool for creating cloth simulations and recently they have created Syflex to work entirely in Softimage ICE Syflex_Jiggle from Tim Marinov on Vimeo. This is an overview on how to [...]

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Creating Square Tubing Using the Torus in Maya

Arvid Schneider shows a quick method for creating square tubing in Autodesk Maya, by using the Torus Primitive and setting the attributes in the channel box for it to come out square. Arvid also shows how to automate some of the settings here by creating a shelf button for this task. Arvid Schneider writes: This [...]

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