3D Studio Max R3.1 Tutorial: How to make a Raytraced Castle Flyby Scene w AI Generated Textures Pt.3

Опубликовано: 29 Март 2026
на канале: psychoticgiraffe
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Learn 3d studio max R3.1 with psychotic giraffe

I'm back with a thick 1 hour video, but I decided to make it more tolerable by filling it with a bunch of midi music sequenced through different sound cards.
This video will show you how to further finalize your castle so that it has furnishings and objects inside it as well as terrain and water and a moat and a bridge around it, it basically explains how to overall finish your castle finally; this is part 3 of the 3d studio max r3.1 tutorial series on "how to make a raytraced castle flyby scene with AI generated Textures" (part 3); if you missed part 1, or part2, check the previous video on my channel    / psychoticgiraffe  

3d studio max 2.5 and R3.1 are the first versions I know of that had a way to easily compile models to work on Dreamcast and Gamecube, making it a good option for indie game developers trying to make a retro demake on a console; see more here: https://archive.org/details/3d-studio...

as for the AI textures, if you have midjourney AI you can use it to generate very cool materials

join midjourney here: https://www.midjourney.com/home/

This 1999 version of 3ds max/3d studio max is iconic and still does a lot of things that the modern ones do; if you have a copy of this laying around, this tutorial is for you; windows 98 or NT computers should be able to run this version, but do note, the insane raytraced effects I am using will greatly reduce the speed of your rendering, use the inverse square function to reduce the level of raytracing/reflections to prevent huge wait times in rendering.

also the magic number for when your projects will start to explode in 3ds r3.1 is 225,000 polygons, try not to hit this number ever unless you're remaking the shrek film.