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Texture to displacement
In this video I will be discussing how to create seams in cloth using polygroups based on the UV shells of a model. We will also be discussing how to convert UV based texture files (in this case the cloth pattern of a shirt) into a displacement map and how to place it on the model as sculptural detail.
UV Layout on a Human Head using ZBrush
Here, Mark shows how to layout UVs on a Human Head using ZBrush and the UV Master tool-set. He first shows how to achieve a fairly clean general layout, then goes back in to refine the layout using "Control Painting" features to protect and attract as well as ways to control UV density in various regions of the UVs.
Multi-Texture, Multi-Object, Single Material setup
Mark demonstrates how to "stack" multiple texture maps across multiple objects and multiple UV regions into a single material using 2D Texture placement offsets and the use of the "default color" input.
UV Layout on a Human Head in Maya
In this demo, Mark demonstrates how to unwrap UVs on a human head using only the tools inside Maya. He first shows the proper method for cutting the mesh, unfolding and flattening the various pieces, then properly sewing the mesh back together while performing fixes to various regions of the UV mesh.
Combining Multiple mental ray mia Materials
In this tutorial, Mark shows how to layer multiple mia materials using a combination of Maya surface shaders, a layered texture node, and various nodes to serve as masks for the layered texture node.
Displacement Tutorial
In this video we will be discussing the process of generating 16 bit and 32 bit displacements. We will also cover using the GoZ plugin in order to export models and how it automates the displacement setup process in Maya.
Creating Custom Alphas in ZBrush
In this video, Scott Spencer illustrates how to create custom alphas in ZBrush, as well as many other tips and tricks
Multi Map Exporter
From the DVD "Introduction to ZBrush 4" with Scott Spencer. In this lesson, Scott demonstrates how to use the Multi Map Exporter plugin with ZBrush 4.
Lighting with Materials.
Neville Page, creature designer for Avatar, Star Trek and Cloverfield, demostrates his ZBrush PhotoShop Workflow.
Creating Layered Seamless Textures in Maxon BodyPaint3D
This tutorial covers the process of creation and application of seamless textures to materials in BodyPaint3D. We will also cover the process of creating a seamless damage pass, extracting and applying separate maps to the main shading channels and saving the maps and material out for future use.
  • Instructor:Eric Miller

  • Software: BodyPaint
  • Format: VIDEO
Creating Custom Multi-Channel Bitmap Brushes for Maxon BodyPaint3D
Learn how to generate custom brushes from images using BodyPaint3D. Also covers the process of setting the new brushes up for use in multi-channel painting, allowing you to paint textures into multiple material channels at once, then saving the brush out with multi-channel presets included.
  • Instructor:Eric Miller

  • Software: BodyPaint
  • Format: VIDEO
3dsmax Interface/UI Basics - P 1
The basics of navigating your way around 3dsmax
  • Instructor:Jeff Patton

  • Software: 3DS Max
  • Format: VIDEO
3dsmax Interface/UI Basics - P 2
The basics of navigating your way around 3dsmax
  • Instructor:Jeff Patton

  • Software: 3DS Max
  • Format: VIDEO
Creating Believable Eyes - Ch. 1
Photo Reference, Modeling, Initial Shaders
There is no question that eyes are one of the most critical elements of a character. While there are several way to approach the creation of the eyes, this lecture presents an intuitive and quick technique that ensures believability and realism.
Creating Believable Eyes - Ch. 2
Texturing the Iris
There is no question that eyes are one of the most critical elements of a character. While there are several way to approach the creation of the eyes, this lecture presents an intuitive and quick technique that ensures believability and realism.
Creating Believable Eyes - Ch. 3
Texturing the Eye Body and Cornea
There is no question that eyes are one of the most critical elements of a character. While there are several way to approach the creation of the eyes, this lecture presents an intuitive and quick technique that ensures believability and realism.
Creating Believable Eyes - Ch. 4
Shaders, Lighting and Rendering
There is no question that eyes are one of the most critical elements of a character. While there are several way to approach the creation of the eyes, this lecture presents an intuitive and quick technique that ensures believability and realism.
Intro to Subsurface Scattering
Translucency is a characteristic of many materials, both natural and man made. From leaves and murky water to wax, sandblasted glass or skin, many objects that may be opaque will still absorb light into the surface. Subsurface Scattering is a rendering technique that allows for the simulation of translucency in Mental Ray.
Skin Shading with Mental Ray
Chapter One: Working with the Fast-Skin Material
Rendering skin with the natural appearance of translucency, specularity and reflection is achievable thanks to the Mental Ray Fast-Skin material. This tutorial demonstrates how to build the necessary shading network and manage the many attributes available.
Skin Shading with Mental Ray
Chapter Two: Mapping Color, SSS Layers and Bump