MClass Sep2012-02 – “Particle Flow Beyond Fire and Smoke”
Particle Flow Beyond Fire and Smoke – by Kim Lee
Description:
When most people, 3D artists and non-artists alike, think of particle systems most conjure images in their minds of explosions, wispy smoke trails, or flocks of birds or insects. While those are all great and appropriate applications of 3ds Max’s Particle Flow system, there are many more, less obvious uses. In this class we will examine the use of Particle Flow on a recent project I worked on, the redesign of the in-stadium and broadcast graphics for the Washington Nationals baseball team. Time permitting we will also look at the use of Particle Flow on a recent commercial for Rhode Island Recycling.
Date: Sep 15, 2012
Time: 10:00am
Class Specs:
Time: 10:45am – 12:15am
Price: $75 non-members $50 members
Software Used: 3dsmax 2012
Requirements: No prior maxscript knowledge preferred
Duration: 1 hour 15mins | 15mins Q&A
Hardware: Rain Computers
VFX Element workstation
Topics Covered:
- Can It Be Done Easier With Particles
- Geometry for Particle Work
- MaxScript in Particle Flow
- Using Tests in Particle Flow
- Caching
Website: www.worldsaway.tv
At a young age I developed an affinity for drawing, that doesn’t mean I was a prodigy, it just means I liked to play with crayons. I never imagined when I picked up my first crayon that I would be creating Photo-Real 3D models with a machine called a computer, yet here I am. It was a long path with lots of distractions, the tools I used changed dramatically, but the one thing that was constant was my love of visual expression. When I am not geeking it up in a Soho studio with my friends, I am enjoying great food, movies, and most importantly my wife and family.
What I do?
First and foremost I am a 3D Modeler, usually working within a 3ds Max pipeline. Aside from modeling I also have a strong knowledge of texture creation, uv unwrapping, material/shader development, lighting and rendering within both a V-ray and Mental Ray environment. As a modeler I have made the natural progression to digital sculpting, I am fluent in Pixologic Zbrush, and to some extent Autodesk Mudbox. I have been creating highly detailed character, environment and hard surface models within these applications for quite some time now.
A strong sense of design, spatial relations, and overall composition mean that I bring much more to the table than just simply modeling. I have an acute ability to adapt and design while creating 3D assets and environments. I know what works, what looks good, and explore all options as I create.
In addition to my work in the industry, I have authored a book, ”Poly-Modeling with 3ds Max” published by Focal Press. I have also contributed a chapter to the 3DATS publication ” 3ds Max 2010 Architectural Visualization Advanced to Expert”. More recently I created training material for Digital-Tutors. Digital-Tutors: Mixed Modeling Techniques in 3ds Max 2012 with Todd Daniele. In the video series I outline various modeling techniques within 3ds Max 2012.















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