Release date:2020, November 26
Author:Aaron F. Ross
Skill level:Beginner
Language:English
Exercise files:Yes
3ds Max is a powerful, deep, and multifaceted program, so there’s always more to learn. This weekly series aims to keep you on top of the latest tools and techniques, and introduces fresh perspectives on traditional methods for architectural and product visualization, animation, visual effects, games and virtual worlds, and motion graphics. Instructor Aaron F. Ross presents a new topic every week, spanning the full range of 3D graphics tasks, including modeling, rigging and animation, shading and lighting, camera operation, and rendering. He gives special attention to streamlining workflows, such as automation of time-consuming tasks, so your productions run more smoothly and efficiently. Come back every Wednesday for a new tutorial to expand your 3ds Max knowledge and skills.
000 – Welcome 000 – What to know 001 – Modeling a floor plan from a 2D drafting document 002 – Modeling terrain with Displace space warp 003 – Projecting UVs with the Camera Map world-space modifier 004 – Capturing shadows with Arnold Shadow Matte map 005 – Rendering compositing passes with Arnold AOVs 006 – Mechanical rigging with IK and the LookAt controller 007 – Modulating animation with Multiply and Ease Curves 008 – Working with audio and the AudioFloat controller 009 – Automating with Expression controllers 010 – Real-time animation with the Motion Capture utility 011 – Stylized rendering with Scanline Ink n Paint 012 – Getting started with the Max Creation Graph 013 – Modifying a Max Creation Graph tool 014 – Sculpting a terrain with Texture Object Mask 015 – Building a road with Conform space warp 016 – Shading a landscape with Arnold Curvature 017 – Creating custom attributes with the Parameter Editor 018 – Driving animation curves with the Reaction controller 019 – Rigging a camera-facing matte painting 020 – Aligning a camera to a background with Perspective Match 021 – Projecting a photo to proxy geometry with Camera Map 022 – Automation with wire parameters and manipulators 023 – Converting scenes for different renderers 024 – Rendering light groups with Arnold AOVs 025 – Graphing scene conditions with State Sets Compositor 026 – Introduction to 3ds Max Fluids 027 – Modeling with the Motion Field Space Warp 028 – Non-destructive model adjustment with Linked Xform 029 – Animating sub-objects with Linked Xform 030 – Customize and cycle Path Constraint animation 031 – Generate complex motion with Waveform Controllers 032 – Illuminate a scene with an Arnold Mesh Light 033 – Shading with Maya maps in 3ds Max 034 – Varying shader properties by object with Arnold Color Jitter 035 – Render a mesh object with Arnold Standard Volume 036 – Render a Point Cloud object 037 – Setting track value boundaries with a limit controller 038 – Drawing curves with Freehand Spline 039 – Correcting intersections with Spline Overlap 040 – Reducing curve detail with Optimize Spline 041 – Resampling curves with Normalize Spline 042 – Soft-selecting curves with Spline Influence 043 – Blending curves with Spline Morph 044 – Combining splines with shape Booleans 045 – Approximating global illumination in Arnold 046 – Rendering proxies with Arnold procedurals 047 – Introduction to the Open Shading Language map 048 – Basic syntax of Open Shading Language 049 – Declaring OSL input and output parameters 050 – Generating a fractal noise pattern in OSL 051 – Iterating a for loop in OSL 052 – Using the if… else conditional statement in OSL 053 – Managing OSL file assets and paths 054 – Accelerate Arnold rendering with adaptive sampling 055 – Texturing with the Advanced Wood procedural map 056 – Art directing the Advanced Wood texture map 057 – Setting a fluid initial state 058 – In-camera compositing with Camera Map modifier 059 – Creating animation layers 060 – Collaborate online with shared views 061 – Rendering iridescence with Arnold Thin Film 062 – Loading and saving fluid presets 063 – Introduction to 3ds Max Interactive 064 – Building a motion graphics rig with Data Channel 065 – Creating custom project folder structures 066 – Open Shading Language code editor tips and tricks 067 – Spawning particles from a 3D map 068 – Rendering a starfield 069 – Faking GI with an Arnold ambient occlusion filter 070 – Modeling with the animation Snapshot tool 071 – Rendering particles with Arnold Standard Volume 072 – Render Arnold volume with physical values 073 – Volume indirect global illumination in Arnold 074 – Removing polygon detail with Freeform Optimize 075 – Transform and retime a cache with Fluid Loader 076 – Rendering motion blur in Arnold 077 – Drawing splines on an editable poly 078 – Sketching freeform topology over a polygon mesh 079 – Animating effects with Data Channel Decay 080 – Animating controllers in the Material Editor 081 – Painting a vertex color mask with VertexPaint 082 – Drawing polygon freeform strips 083 – Extruding polygon freeform branches 084 – Interactive ActiveShade in a viewport 085 – Fluid data channels 086 – Displaying fluid data channels 087 – Assigning UVW coordinates in an OSL network 088 – Using named coordinate spaces in Open Shading Language (OSL) 089 – Shadow group exclusion with Arnold properties 090 – Erasing materials with MAXScript or UVW Remove 091 – Understanding Fluid Churn and Vorticity channels 092 – Rendering Fluid channels with Arnold User Data 093 – Keyframe quantization and sub-frame editing with Snap Keys 094 – Importing a CAD solid model as a Body Object 095 – Solid model subtraction and intersection with Body Cutter 096 – Solid model union with Join Bodies 097 – Denoising an Arnold rendering 098 – Interactive Update in the animation Curve Editor 099 – Curve Editor view menu – Tips and tricks 100 – Editing animation curves with the Region Keys tool 101 – Combining data channels of Fluids 102 – Shading per object with OSL Random by Index 103 – Layering materials of Fluids 104 – Render particles as Arnold primitives 105 – Render PFlow particles with Arnold Shape 106 – Remapping colors with Arnold Ramp RGB 107 – Rendering contours with Arnold Toon 108 – Mapping Arnold Toon base color 109 – Controlling preview quality 110 – Adding information overlays to a preview with MAXScript 111 – Modeling with the updated Chamfer modifier 112 – Applying a chamfer using edge weight and depth 113 – Baking a map to a mesh with Assign Vertex Color 114 – Generating cavity and occlusion maps with Render Surface Map 115 – Baking multiple vertex color channels with VertexPaint 116 – Compositing vertex color in a shading network 117 – Optimizing geometry with the MultiRes modifier 118 – Improving viewport performance with the Substitute modifier 119 – Constructing a lighting assembly 120 – Wiring parameters in a lighting assembly 121 – Measuring with tape helper, the Measure Distance tool, and the Measure utility 122 – Display panel tips and tricks 123 – Quickly adjusting transforms and pivot point with the Transform Toolbox 124 – Stacking objects with Select and Place 125 – Managing objects and sub-objects with selection sets 126 – Referencing scenes with containers 127 – Changing inherited container content with Edit in Place 128 – Locking and unlocking container parameters 129 – Editing unlocked container parameters 130 – Projecting splines onto surfaces with ShapeMerge 131 – Analyzing and correcting mesh geometry with xView 132 – Keyframing sub-objects with the Master Point controller 133 – Managing scene materials with Material Explorer 134 – Defining a temporary transform center with working pivot 135 – Customizing keyboard shortcuts with Hotkey editor 136 – Stylized rendering with OSL Halftone Dots map 137 – Incorporating scene lighting in a shading network 138 – Incorporating render resolution in a shading network 139 – Situating geometry within an OSL HDRI environment 140 – Studio lighting with HDRI lights map 141 – White balance and exposure with an Arnold camera filtermap 142 – Rasterizing maps with bake to texture 143 – Advanced baking with bake to texture 144 – Baking to physically based renderer (PBR) materials for export 145 – Production rendering with Quicksilver hardware 146 – Varying textures with OSL Randomized Bitmaps 147 – Deforming a particle system with the Mesher compound object 148 – Set up Arnold render passes with AOV Manager 149 – Animating multiple tracks with Parameter Collector 150 – Improving edge smoothing with Weighted Normals modifier 151 – Rendering a cutaway with the Arnold Clip Geo material 152 – Advanced procedural noise with Uber Noise map 153 – Rendering polygon edges with OSL Wireframe map 154 – Art directing the OSL Wireframe map 155 – Introduction to MassFX Rigid Body dynamics 156 – Setting up a MassFX Rigid Body simulation 157 – Controlling a MassFX Rigid Body simulation 158 – Fine-tuning a MassFX Rigid Body simulation 159 – Automating secondary animation with the Flex modifier 160 – Keyframing modeling commands with the Edit Poly Animate mode 161 – Generating UVs with OSL projection maps 162 – Retiming all keyframes in a scene with the world track 163 – Snapping surfaces dynamically with MCG Ray Constraint 164 – Complex sub-object selections with the Selection ribbon 165 – Adding polygon edges with Paint Connect Exercise_files
Exercise Files.7z [Linkedin] 3DS MAX Tips Tricks and Techniques (Updated 11.2020)_Subtitles.7z
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