In this new tutorial for 3ds max 2011, we’ll finalize the scene started on Part 1. We’ll work to tweak the lamp translucent shader, adding more meshes inside, work with shadow sampling to achieve a more realistic shadows, and adding some effects as glare and a better point of view.
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8 Responses to “Creating a Modern Day Lamp Part 2”Leave a Comment















Your tutorials are always useful !! I learned a lot from them.
A really great tutorial. It would be nice to learn even more about working with translucent materials. Some examples: fruit, plastic, skin, thick liquids and so on.
Hi guys, thanks for the comments. We are working on more tutorials about translucenty and sub surface scattering, with Mental Ray and other rendering engines, so stay tuned for it !
Fantastic tutorial. A ton of great stuff here.
Thanks.
Hi Sean, thanks for your comment, we really appreciate it.
Thanx for such a useful tutorial…. I have had been searching for this since long…. Hope to get more
Thanks Shelly, please continue following us !!!
You are A BOSS. Thank you, learning easily and very much with you.