Archive for the ‘Artists’ Category

TurboTip: Quad Cylinder Cap Plug-in for 3ds Max

Tuesday, December 31st, 2013 by

Welcome to TurboTips: where we give you quick tips that will make your 3D modeling easier, cleaner, and better.  This week, we’re taking a look at a Quad Cylinder Cap Plug-in for 3ds Max.


Vertices or poles with more than 5 edges can cause a variety of issues with a 3D model. Using these vertices should be avoided whenever possible, especially on curved surfaces, because they can cause render issues, edgeflow problems, and can cause the model to break when distorted. (more…)

TurboSquid Releases Major Revisions to Terms of Use

Thursday, December 12th, 2013 by

Documents like licenses, privacy policies and other related terms of use have historically been overly complicated for those that are most affected by their content. We, at TurboSquid, recognized that not only were our policy documents difficult to understand, but that as the industry has changed, so must the guidelines that govern participation within it.

Today we are releasing significant revisions to the terms related to publishing and purchasing content via TurboSquid.

The ultimate goal of these changes is to simplify the verbiage without sacrificing the content or coverage provided to artists, customers or our core business while incorporating changes based on this ever-evolving industry and the often unexpected lessons learned from our 13 years in the business.

Links to all of TurboSquid’s Policies are available at the newly created “Policies Page” available at


Round-Up: CheckMate Advisory Board Meeting 2013

Tuesday, November 26th, 2013 by

This year’s CheckMate Advisory Board Meeting was a rousing success!  While we made sure to feed and entertain everyone while they were in New Orleans, 3D Modeling was, as usual, at the forefront of everyone’s minds. We also got to add a number of new board members, representing IKEA, Armstrong & White, as well as welcoming Michele Bousquet back in an Advisory Board role, given her track record with CheckMate. There were many roundtable discussions over the two-day, on-site meeting, and what the Advisory Board had to say about using TurboSquid models was surprising, even to us.

Over the next few months, we’ll be posting more specific information gathered from the meetings, but for now, we feel it’s important to give our dedicated artist community a quick recap on several major topics.

This is information that comes directly from the folks who are buying and using your 3D model content daily, and the insights they provided covered a broad range of industries and needs, from film and television, to architectural design, game development, advertising, news, and furniture manufacturing. Since you’re making models to sell on the site, we feel this kind of feedback is timely and worth reading.

checkmatepreferred (more…)

Artist Spotlight: bitonicus

Friday, November 15th, 2013 by

Spider Tank by bitonicus

Our new featured model– a fighting fit spider tank– was made by 3D artist Thibaut Claeys (or bitonicus, as he’s known on TurboSquid).  We had a chance to ask Thibaut some questions about his work, and he gave us some tips for his fellow artists, as well as an insight into the fantastic world he’s built with the models in his catalog, giving them a “new life.”.





Making a Quad Sphere, Part 2: Softimage & LightWave

Wednesday, November 13th, 2013 by

We’ve already covered how to make a quad sphere for CheckMate Pro v2 in three different programs (3ds Max, Maya, and Cinema 4D).

In case you missed it: The default sphere is problematic because of the two poles. By itself, a standard sphere does not seem to pose any problems, but when it comes time to subdivide, the differences in polygon density at the equator and at the poles produces pinching, and squashes the sphere around the equator.

To round out our list, we’ve put together tutorials for two more programs: Softimage and LightWave.


Softimage Quad Sphere

1.  Go to the model module



2.  Create a cube



3.  Suggested specifications – Length: 8; Subdivisions: 12 x 12 x 12


4.  Create a sphere (Note: the cube should be bigger than the sphere)



5.  Suggested specifications – Radius: 3; Subdivisions: 24 x 24



6.  Keep the sphere and the cube at the same location

7.  Select the cube

8.  Go to Modify > Deform > Shrink Wrap



9.  Select the sphere (you can use the Explorer to do this)

10.  Right-click on the viewport


LightWave Quad Sphere

Click any screenshot below for full resolution.

1.  Under the create tab, look on the menu for “Primitives” and select “Box”


2.  At the bottom of the program, select “Numeric” or hit “n” to bring  up the Numeric window


3.  Choose the desired width, height, and depth you need to create your cube.  Be sure to add as many segments as you want or need for the cube.


4.  Go to the “Modify” tab at the top of the program.  Then at the menu under “Transform,” go to the “More” tab.


5.  Select “Spherize”


6.  Enjoy your quadsphere


Previously: Making a Quad Sphere (for 3ds Max, Maya, and Cinema 4d)


Making a Quad Sphere: 3ds Max, Maya, & Cinema 4D

Wednesday, November 6th, 2013 by

We’re going to go over how to make a quad sphere in 3ds Max, Maya and Cinema 4D, for CheckMate Pro v2.

The default sphere is problematic because of the two poles. By itself, a standard sphere does not seem to pose any problems, but when it comes time to subdivide, the differences in polygon density at the equator and at the poles produces pinching, and squashes the sphere around the equator.

Click any screenshot below for full resolution.


Comparison of a Polygonal Sphere and a Quad Sphere

Here are the spheres unsmoothed.


When the spheres are smoothed, they both deform in different ways.


You can see how the Polygonal Sphere’s smoothing causes problems once a shader is added.  Little ridges are created at the top of the sphere.


You can see the ridges with a chrome material applied also.


While the effect is subtle, you should be able to see the faint star pattern within the normal sphere at the poles where the lighting and reflections get distorted as the sphere is subdivided. Moreover, it can’t simply be fixed by removing every other edge that’s converging to that one vertex to make the pole faces quads. The distortion is a direct result of the fact that it’s a curved surface where the pole exists.

As such, a far better approach is to build a quad sphere, which not only eliminates this pole problem entirely, but is completely CheckMate Pro v2 compliant. Here’s how you can accomplish this quickly in each of the major 3D applications.


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