Working with Loft Part 2

And here we are back again with the second part of our Loft trilogy. This part is not directly linked to the Working with Loft, but it’s rather building on the foundation that we learned from it. In this second part we are going to start off with a single line that is representing our road, then we are going to see how we can fix some of the issues that can arise from dense geometry and even go into texturing the road and fixing the texture issues without having to go deeper into UVW Unwrap.

So just like in the previous part we started off with a simple line and with the help of a few profiles we ended up with a nice looking road that even has street crossings incorporated into the model. With this i would end the second part here, and in the third part we are going to see a few more uses for the Loft modifier.

And last but not least the call to action, if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.

Working with Loft

As this is going to be the very first post that is going to be 3DS Max oriented i would like to start it off as a post about Loft, one of Max’s compound object options that i think is really under appreciated in the Modeling community. Anyways in the video below you will be able to see how to use the very basics of Loft, and with just a few 2D splines to obtain some more complex shapes. This is going to be a three part video in which i will try and cover all the aspects of the modifier, and at the same time end up with a cool looking end result.

So as we can see in this first part the Loft modifier we used a few simple lines and ended up with a nice looking table. I will end the first part of the Loft here, and in the next parts we’ll see how the Loft modifier can be used in architectural projects.

So if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.

Hello World … Sorta

And here we go, the very first official post on the site, the origin, the start, the beginning. As this is the very first post on the site i would like to make it an introduction post in which i will give a brief explanation as to what this site is supposed to feature on it, and what you can expect to find on it. But before i get deeper into that i would like to drop a few quick lines about who i am and what i have been doing.

My name is Denis Keman (That’s the DK in the CGI .. i know pure genious) and i am an Autodesk certified Professional for 3DS max, and a inhouse and online training instructor. I have been doing that job for the better part of the last year and a half ( at the moment that i am writing this article ). Before i started teaching 3DS Max and VRay i did a lot of freelancing, which in all honesty i still do as i find that freelancing can be quite a fun thing to do, and if you are good at it you can make some decent cash too. Anyways back to the point of the site. I can’t say that i have great experience with site managing, or blogging though i did lead a blog about World of Warcraft back in the days when i used to play the game, but what i do have experience with is working with 3DS max and VRay and this site would be the media outlet where i would like to share the tips and tricks i have learned through my own experience of working with 3DS Max.

Start 

So in short, on this site you should expect to see posts detailing how to do certain tasks in 3DS Max, tutorials on building certain models, videos about various settings for V-Ray as well as  3DS Max, Marvelous Designer, 3D Coat, ZBrush and a bunch of other programs and plugins. So in any case i don’t want to make this post any longer so i’ll cut it here and i’ll leave you  with an image for the end that is ironically a START image.

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