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Thursday, March 1, 2012

3d studio max tutorials How to model a Digital Photo Frame step 54-81

3d studio max tutorials How to model a Digital Photo Frame step 54-81

Step 54: In the Modify tab go in Spline selection mode and select the Spline. Using the Select and Scale tool hold down Shift to clone/copy the Spline in the to 85 in the X and Y axis direction.
Step 55: Clone the Spline again only this time make it smaller. In Geometry rollout menu create the new lines with the Create Line tool. Weld the vertices of the new created line. Study the image below.
Step 56: Using the Outline tool outline the Splines like i’ve did. Click on outline, click on the spline and drag, release where you want to finish.
Step 57: Using the Text tool in Create, Shapes create a new LG Text next to the logo.
Step 58: Select the Logo and using Attach, attach the text to the logo by clicking on it.
Step 59: Add an Extrude modifier with any amount you want, i’ve used 0.02cm, using the Select and Move tool select the logo right in front of the Front side of the Frame, they most overlap a little. Also change the Logo’s color to white.
Step 60: Using the exact same methods i’ve used to create the logo create the side shapes of the frame. Take your time, use the Shapes in Create tab. I’ve use the Line, the Rectangle and the Circle. Outline them and add the Extrude modifier.
Step 61: On the main toolbar click on Render Setup or press F10, go in Common tab, click on the 3 dots next to Default Scanline Renderer, chose VRay and click OK.
Step 62: Create a Plane with the Width of 200.0cm and the Length of 350.0cm and position it like below.
Step 63: Go in Edge selection mode, select the Back edge, hold down Shift and using the Select and Move tool copy it 2 times, first time up and after that to the left.
Step 64: Chamfer the back edges with an amount of  15cm and 4 Segments. Add a TurboSmooth modifier.
Step 65: From Create, Lights, create 2 Vray lights one on the right and one on the left. For the one on the left change the multiplier to 4, the color to a very light blue, check the box for invisible and change the subdivs to 16. For the one on the right change the multiplier to 8 and the color to light yellow.
Step 66: Now from Create, Camera create a new Target camera an position it like you see below. Press “C” on your keyboard to go to camera view.
Step 67: In Perspective or any other view use the Select and Move to position the Camera. If you press “C” to go in camera View use the tools in the lower right corner to position it. Also use Select and Move, Scale and Rotate to position our objects in the scene.
Step 68: Press “M” to open Material Editor or click on it on the main toolbar. Select the first slot, click on Get Material, Select the VRayLightMtl, check the Box for Emit light on back side, change the multiplier to 1.5, click on None, select Bitmap and open this image(click to open).
Step 69: Select the Display, in material editor click on Show Standard Map in Viewport and Assign material to selection. Add a UVW Map modifier and your image should look OK.
Step 70: In the second slot add a VRayMtl and assign it to the scene plane.
Step 71: In the 3rd material slot add a new VrayMtl an change the settings like below. Assign it to the middle of the frame and remote.
Step 72: In the 4th material slot add a new VrayLightMtl change the color to red(RGB:255,10,10), check the box for Emit light on the back side and apply this to the frames buttons.
Step 73: Create a new Black material ass you see below. Assign it to the front of the frame.
Step 74: Select the Front of the Remote and convert it to Editable Poly.Select the polygons i’ve selected.
Step 75: With the previously selected polygons still selected add an Unwrap UVW modifier from the modifier list. Duplicate the last create material by clicking on it and dragging it to an empty slot and rename it. Click on the box next to Diffuse, select Bitmap and open this Texture(click to open). Uncheck the Tile boxes and assign the material to the object.
Step 76: Click the plus sign next to the modifier to expand it, select Face click on Edit to open Edit window and select all the faces. In Edit window click on Tools, Relax change the amount to 1 and click on Start Relax. Wait for a wile until you don’t see much movement. Click on Apply.
Step 77: In Edit window use the scale tool and scale down the faces to fit the square. After that click on Pit Texture and open the Texture i’ve provided for you in step 75.
Step 78: Still in Edit window using the move tool move the face/edges/vertices, witch ever you want to fit the texture.
Step 79: Add a new Vray light like you see below. It’s very important how you position this light because it will affect the reflections on our objects. So use the image below as reference and try to do the exact same thing. Also change the multiplier between 3 and 5, check the box for invisible and change the subdivs to 16.
Step 80: Press F10 and change the render settings as i’ve did below. Also check the box for Show calc. phase in Light Cache since it’s not viewable in the image.
Step 81: Press F9 to Render or click on the Render button in the main toolbar. Done. Good Job!
I hope you enjoyed reading this tutorial. Now you can download 3D model as a final result of this tutorial – Digital Photo Frame. You can also sell 3D model result  you got from this tutorial and earn money on Let this be an incentive to visit us again, enjoy the new tutorials and make money on the model you created thanks to this tutorial.
So let’s start Learn-Sell-Earn.

1 comment:

  1. Hi, very nice tutorial!

    But can I download your final working file?
    Please contact me at matthewwilliams56 gmail com


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