Posts Tagged ‘tutorial’

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.


Converting Max VRay Materials to Standard Materials

Thursday, August 29th, 2013 by

In Product Support, we have noticed that there are frequent issues with artists’ exchange formats (FBX, OBJ, .3DS, DAE).  When exporting these exchange formats, there are a few things that you should address.

Many artists use VRay materials and don’t convert their models into a standard format before exporting into one of the exchange formats. If you export a model with VRay materials attached, it will cause the materials to default to the color gray when importing the model into another program. Also, the texture paths on the VRay export will be erased.   If you convert your model to a standard format before exporting, it will be easier for customers to adjust materials and add lighting.

Customers purchase from TurboSquid because they are on a tight deadline and need something right away.  If customers have to contact support to re-convert an improperly exported model, the customers have to wait longer and sometimes miss their deadlines.  This type of experience makes them think twice about purchasing from TurboSquid in the future.

We have some tips that you can use to export to an exchange format that customers will love and be able to use with ease.

Below is a tutorial (with many helpful images) that will take you step by step through our recommended process.  You can click on any photo to get the full version and see exactly what’s going on.  We hope it helps, and if you still have questions, feel free to ask us in the comments.


How-To Video: Making a Wireframe Thumbnail using Scanline or mental ray for 3ds Max

Friday, August 10th, 2012 by

This quick tutorial walks through the process of making a wireframe thumbnail using Scanline or mental ray for 3ds Max.  The steps presented in the video are outlined below.

  1. Open 3ds Max file.
  2. If it’s a Scanline file, change renderer to mental ray.
  3. Go to the material editor (m).
  4. Change the material from “Standard” to “Composite” by pressing the button that says “Standard” and choosing “Composite” from the material drop down.
  5. Select the “Base Material:” and by changing the diffuse color you can control the wireframe background color.
  6. Select “Go to Parent”.
  7. Next to “Mat. 1:” select the “None” button and change it to a standard material from the material drop down (this will take you to the screen where you can control the wireframes).
  8. Check “Wire” under the “Sharer Basic Parameters”
  9. Adjust the wire color by changing the diffuse color.
  10. Under “Extended Parameters”, you can change the wire size in the top right corner.
  11. Select the model, and apply the wireframe material to the model by dragging and dropping or by clicking on “Assign Material to Selection”.
  12. To change the thumbnail background you can go to the “Rendering” drop down and choose “Environment” and select the box under “Color:” to adjust the color to your liking.
  13. Render your wireframe thumbnail by going to “Render Production” at the top right.
  14. Save your render by selecting save image.


Remember: For CheckMate Pro the wireframe thumbnail background must be of neutral tone and distinctively different than the non-wireframe images. And, the wire color must be black, white, or gray. Other colors are allowed at TurboSquid Inspector discretion.

Click here to learn more about Wireframe Thumbnails.

Featured Model used in the creation of this video is a Russian Battle Tank by TurboSquid artist 3d_molier.


Terms of Use Privacy Policy Site Map © 2013 TurboSquid