Autodesk Masters 2010

If you know of an Autodesk 3ds Max, Autodesk Maya, or Autodesk Softimage artist whose work and contribution to 3D computer graphics deserves recognition, nominate them for an Autodesk Master Award.

If you know of an Autodesk 3ds Max, Autodesk Maya, or Autodesk Softimage artist whose work and contribution to 3D computer graphics deserves recognition, nominate them for an Autodesk Master Award.

Nomination deadline: September 1st, 2010
Selection process begins: January 31st, 2010 (AREA community and panel of judges)
Awards announced: 3December Event, 2010
Remember, the names of those nominated in previous years may be put forward again.

New tutorial: Making of Blood elf by Ziv Qual

This tutorial will covers some of the interesting steps of producing the Blood elf image.
Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts. Ziv also shares a few tips and tricks as he shows you the process.


This tutorial will covers some of the interesting steps of producing the Blood elf  image. Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts. Ziv also shares a few tips and tricks as he shows you the process.

The making of Blood Elf by Ziv Qual

This tutorial will covers some of the interesting steps of producing the Blood elf image. Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts.
I will also share a few tips and tricks as I show the process.


This tutorial will covers some of the interesting steps of producing the Blood elf  image. Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts. I will also share a few tips and tricks as I show the process.

“The making of Blood Elf by Ziv Qual” verder lezen

New tutorial: The making of Ella by Ziv Qual

In this tutorial I will cover some of the interesting steps of this project. I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the process.

Making of Ella by Ziv Qual
In this tutorial I will cover some of the interesting steps of this project. I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the process.

Making of Ella by Ziv Qual

The making of Ella by Ziv Qual – In this tutorial I will cover some of the interesting steps of this project. I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the process.


In this tutorial I will cover some of the interesting steps of this project. I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the process.

“Making of Ella by Ziv Qual” verder lezen

New tutorial: Blood Knight – Advanced multi-channel texturing

Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.

Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.

Blood Knight tutorial: Advanced multi-channel texturing in Max by Ziv Qual

Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.

Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.
“Blood Knight tutorial: Advanced multi-channel texturing in Max by Ziv Qual” verder lezen

Featured 3D Artist of June 2009 – Fabio Silva

3DValley Featured 3D Artist June 2009 – Fabio Silva. Fabio is and freelance 3D/ CG artist from Portugal. He  loves to design characters but in his free times he also enjoys writing his own stories and make dubb voices. He uses 3D Studio Max as  his main modeling tool along with Photoshop, Zbrush and Bodypaint. He recently also finished a degree on Film making. Please take sometime to read our interview with Fabio below, to get to know him and his work a bit better.

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Featured 3D Artist of May 2009 – Maurizio Pocci

3DValley Featured 3D Artist of May 2009 – Maurizio Pocci. Maurizio is an artist from Rome, Italy. He works as an 3D Graphic supervisor for an Multimedia Communication company. He belongs to the generation that after having seen Jurassic Park in 1992, decided life would no longer be the same. He is a complete self-taught and works with Autodesk 3D Studio Max for modeling, Mental-ray for shading, lighting and the rendering, and Adobe Photoshop for mapping. Maurizio donated many free models to 3Dvalley and has become a dear friend of us. I enjoyed doing this interview very much, please take a moment to read our interview with Maurizio below and get to know him and his art a bit better.

3DValley Featured 3D Artist of May 2009 – Maurizio Pocci. Maurizio is an artist from Rome, Italy. He works as an 3D Graphic supervisor for an Multimedia Communication company. He belongs to the generation that after having seen Jurassic Park in 1992, decided life would no longer be the same. He is completely self-taught and works with Autodesk 3D Studio Max for modeling, Mental-ray for shading, lighting and the rendering, and Adobe Photoshop for mapping. Maurizio donated many free models to 3Dvalley and has become a dear friend of us. I enjoyed doing this interview very much, please take a moment to read our interview with Maurizio below and get to know him and his art a bit better.

“Featured 3D Artist of May 2009 – Maurizio Pocci” verder lezen