Thread: Autodesk
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Old 03-10-2007   #10 (permalink)
agentxi
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Join Date: Oct 2006
Location: Red Deer - ish, Alberta
Posts: 537

well it seems like you're sticking with 3ds max. It has a great renderer, and if you are using "metal forms" (btw i'm not sure what that means) but you said metal, so here's a decent tutorial on how to create reflective/metalish type shaders in 3ds max.
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(this tutorial shows how to create a shader and use mental ray, so for a model all i would use is a sphere to test out the shader, etc...once you get the effect you want, then save it and apply it to some of your models, etc)

Also max comes with some very excellent help files, I feel they are probably the best of the help files out of all the 3d programs that i've used. So if you don't quite understand a tutorial just hit F1 and type in the word they used in the tutorial that you don't quite understand and it should help explain some things for ya

For organic modelling I would learn to use NURBS or NURMS (it's been a bit so i dunno if max still calls it "nurms") NURBS modeling uses vector splines to create it's surface, thus creating really free flowing /smooth shapes etc. but for structures (like buildings, spaceships, books/props, etc), and more complex objects (like tree's, robots, humans, etc) I would probably just stick with polygon modeling, max has a good "smoothing" feature (i think it's called turbo smooth) to help get rid of the hard corners that polygons tend to create.

Anyways that is way more than enough to get you started on your "metal forms" good luck, and post up some work! we'll help you get you on your way

-agentxi-
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