Release date:2017, April 12
Duration:10 h 10 m
Author:Aaron F. Ross
Skill level:Beginner
Language:English
Exercise files:Yes
3ds Max is best known for its modeling and rendering tools. These strengths come into play in architecture, manufacturing, game development, industrial design, and motion graphics. There are dozens of features and techniques to master, from sculpting and texturing to lighting and rendering. This course covers 3ds Max from the ground up, providing an overview of the entire package as well as essential skills that 3D artists need to create professional models and animations.
Learn how to get around the 3ds Max interface and customize it to suit your production pipeline. Discover how to model different objects using splines, NURBS, polygons, subdivision surfaces, and tools such as Paint Deform. Then, find out how to construct hierarchies, add cameras and lights to a scene, and animate with keyframes. Author Aaron F. Ross also takes an in-depth look at materials and texture mapping as well as the rendering options, including an introduction to Arnold, the new production renderer.
Topics include:
Customizing and configuring the interface
Selecting, duplicating, and editing objects
Working with sub-objects in the modifier stack
Performing polygonal and subdivision surface modeling
Freeform modeling and sculpting
Modeling with splines and NURBS
Linking objects in hierarchies
Framing shots with cameras
Creating and editing keyframes
Controlling lights and shadows
Building materials
Mapping textures
Rendering sequencesIntroduction
Welcome 1m 14s
How to use the exercise files 3m 32s
1. Getting StartedChoosing a workspace 1m 42s
Customize user Interface and defaults 1m 47s
Setting preferences 3m 40s
Using project folders 5m 4s
2. 3ds Max InterfaceGetting familiar with the interface 6m 45s
Using the Create and Modify panels 3m 50s
Navigating in viewports 7m 24s
Transforming objects with Move and Rotate 5m 43s
Using hotkeys 3m 11s
Specifying display units 3m 7s
Specifying system units 4m 17s
Defining the Home Grid 3m 27s
Choosing shading modes 4m 26s
Configuring viewports 2m 21s
Customizing colors 4m 6s
Customizing hotkeys 5m 18s
3. Manipulating ObjectsChoosing a coordinate system 4m 17s
Choosing a transform center 3m 7s
Duplicating objects with Array 6m 10s
Duplicating objects with Clone 5m 11s
Using Isolate Selection and Lock Selection 2m 11s
Working with the Scene Explorer 2m 53s
Selecting with Window/Crossing 3m 20s
Collecting objects in Groups 6m 16s
4. Using the Modifier StackUnderstanding level of detail 6m 1s
Moving a pivot point 2 m 43s
Selecting sub-objects 3m 26s
Building a modifier stack 4m 51s
Understanding topology dependence 4m 12s
Using a Volume Select modifier 5m 42s
Clearing a selection in the stack 3m 10s
Collapsing the modifier stack 8m 50s
5. Spline ModelingCreating a line 8m 14s
Editing vertex types 4m 58s
Revolving a surface with a Lathe modifier 3m 49s
Editing Splines 3m 51s
Adjusting level of detail with Interpolation 3m 45s
Understanding NURBS 4m 42s
Importing Illustrator paths to 3ds Max 5m 49s
Rendering splines 3m 39s
Adding a Bevel modifier 5m 35s
Creating a TextPlus primitive 5m 52s
Lofting with the Sweep modifier 4m 11s
6. Polygon Modeling
Creating an image plane 8m 23s
Tracing an image plane 5m 56s
Creating solid geometry with Extrude modifier 1m 57s
Adding edges with Cut 4m 16s
Correcting topology with QuickSlice 6m 14s
Preparing Boolean operands 8m 55s
Cutting with Booleans 4m 48s
Creating doors and windows 5m 44s
7. Sub-Object Polygon EditingConstraining sub-object transforms 4m 52s
Detailing with Chamfer 5m 45s
Branching with Extrude 5m 45s
Simplifying geometry with Remove 6m 21s
Welding vertices 4m 43s
8. Subdivision Surface ModelingUnderstanding subdivision surfaces 2 m 44s
Preparing for subdivision surfaces 5m 27s
Adding the OpenSubDiv modifier 1m 51s
Shaping with Editable Poly Ribbon tools 6m 30s
Baking subdivisions 3m 27s
9. Freeform ModelingSculpting with Paint Deform 8m 6s
Using Paint Deform brushes 6m 27s
Setting paint options 3m 37s
Controlling brush options 3m 34s
Conforming one object to another 7m 17s
Sculpting with Conform Transform 3m 28s
10. HierarchiesUnderstanding hierarchies 3m 23s
Transforming pivot points 5m 4s
Rotating in Gimbal coordinate space 5m 43s
Setting rotation Axis Order 5m 9s
Linking objects 6m 32s
Locking transforms 3m 29s
Avoiding problems with scaling linked objects 9m 50s
11. Layout and Modeling
Merging scenes 3m 29s
Referencing scenes with Xref Objects 6m 7s
Managing display layers 5m 50s
Creating a target camera 3m 51s
Creating a free camera 5m 16s
Enabling safe frames 3m 41s
Choosing aspect ratio in Render Setup 4m 26s
12. Keyframe Animation
Setting up Time Configuration 6m 18s
Creating keyframes in Auto Key mode 4m 22s
Creating keyframes in Set Key mode 3m 52s
Editing animation in the Timeline 4m 50s
Editing animation in the Dope Sheet 4m 34s
Interpolating keys in the function Curve Editor 6m 41s
Moving position keys with Motion Paths 6m 40s
13. LightingCreating photometric lights 4m 21s Controlling viewport quality 3m 14s Adjusting light Intensity and color 4m 4s Adjusting exposure control 6m 37s Using the ART Tenderer 5m 52s Adjusting light shape 3m 49s Adjusting light distribution 6m 38s
Creating a sun and sky 8m 19s
Previewing renders with ActiveShade 3m 15s
Using the Light Explorer 7m 45s
14. MaterialsUsing the Compact Material Editor 6m 17s
Using the Slate Material Editor 6m 52s
Managing scene materials and sample slots 7m 4s
Adjusting standard material parameters 4m 13s
Adjusting physical material parameters 8m 49s
Assigning multi/sub-object materials 6m 44s
15. Mapping TexturesPlacing 3D procedural maps 8m 24s
Mapping bitmap image files 4m 55s
Tracking scene assets 9m 39s
Projecting UVs with UVW Map 5m 24s
Using Real-World Map Size 2m 10s
Painting on objects with Viewport Canvas 11m 59s
16. RenderingChoosing a Tenderer 5m 47s
Choosing render output file options 4m 53s
Rendering a preview animation 9m 17s
Playing image sequences in the RAM Player 4m 26s
Setting Arnold render options 10m 24s
Rendering an image sequence 4m 1s
Conclusion Next steps 2m 11s00. Introduction 001 – Welcome 002 – How to use the exercise files
01. Getting Started 003 – Choosing a workspace 004 – Customize user Interface and defaults 005 – Setting preferences 006 – Using project folders
02. 3ds Max Interface 007 – Getting familiar with the interface 008 – Using the Create and Modify panels 009 – Navigating in viewports 010 – Transforming objects with Move and Rotate 011 – Using hotkeys 012 – Specifying display units 013 – Specifying system units 014 – Defining the Home Grid 015 – Choosing shading modes 016 – Configuring viewports 017 – Customizing colors 018 – Customizing hotkeys
03. Manipulating Objects 019 – Choosing a coordinate system 020 – Choosing a transform center 021 – Duplicating objects with Array 022 – Duplicating objects with Clone 023 – Using Isolate Selection and Lock Selection 024 – Working with the Scene Explorer 025 – Selecting with Window_Crossing 026 – Collecting objects in Groups
04. Using the Modifier Stack 027 – Understanding level of detail 028 – Moving a pivot point 029 – Selecting sub-objects 030 – Building a modifier stack 031 – Understanding topology dependence 032 – Using a Volume Select modifier 033 – Clearing a selection in the stack 034 – Collapsing the modifier stack
05. Spline Modeling 035 – Creating a line 036 – Editing vertex types 037 – Revolving a surface with a Lathe modifier 038 – Editing Splines 039 – Adjusting level of detail with Interpolation 040 – Understanding NURBS 041 – Importing Illustrator paths to 3ds Max 042 – Rendering splines 043 – Adding a Bevel modifier 044 – Creating a TextPlus primitive 045 – Lofting with the Sweep modifier
06. Polygon Modeling 046 – Creating an image plane 047 – Tracing an image plane 048 – Creating solid geometry with Extrude modifier 049 – Adding edges with Cut 050 – Correcting topology with QuickSlice 051 – Preparing Boolean operands 052 – Cutting with Booleans 053 – Creating doors and windows
07. Sub-Object Polygon Editing 054 – Constraining sub-object transforms 055 – Detailing with Chamfer 056 – Branching with Extrude 057 – Simplifying geometry with Remove 058 – Welding vertices
08. Subdivision Surface Modeling 059 – Understanding subdivision surfaces 060 – Preparing for subdivision surfaces 061 – Adding the OpenSubDiv modifier 062 – Shaping with Editable Poly Ribbon tools 063 – Baking subdivisions
09. Freeform Modeling 064 – Sculpting with Paint Deform 065 – Using Paint Deform brushes 066 – Setting paint options 067 – Controlling brush options 068 – Conforming one object to another 069 – Sculpting with Conform Transform
10. Hierarchies 070 – Understanding hierarchies 071 – Transforming pivot points 072 – Rotating in Gimbal coordinate space 073 – Setting rotation Axis Order 074 – Linking objects 075 – Locking transforms 076 – Avoiding problems with scaling linked objects
11. Layout and Modeling 077 – Merging scenes 078 – Referencing scenes with Xref Objects 079 – Managing display layers 080 – Creating a target camera 081 – Creating a free camera 082 – Enabling safe frames 083 – Choosing aspect ratio in Render Setup
12. Keyframe Animation 084 – Setting up Time Configuration 085 – Creating keyframes in Auto Key mode 086 – Creating keyframes in Set Key mode 087 – Editing animation in the Timeline 088 – Editing animation in the Dope Sheet 089 – Interpolating keys in the function Curve Editor 090 – Moving position keys with Motion Paths
13. Lighting 091 – Creating photometric lights 092 – Controlling viewport quality 093 – Adjusting light Intensity and color 094 – Adjusting exposure control 095 – Using the ART renderer 096 – Adjusting light shape 097 – Adjusting light distribution 098 – Creating a sun and sky 099 – Previewing renders with ActiveShade 100 – Using the Light Explorer
14. Materials 101 – Using the Compact Material Editor 102 – Using the Slate Material Editor 103 – Managing scene materials and sample slots 104 – Adjusting standard material parameters 105 – Adjusting physical material parameters 106 – Assigning multi_sub-object materials
15. Mapping Textures 107 – Placing 3D procedural maps 108 – Mapping bitmap image files 109 – Tracking scene assets 110 – Projecting UVs with UVW Map 111 – Using Real-World Map Size 112 – Painting on objects with Viewport Canvas
16. Rendering 113 – Choosing a renderer 114 – Choosing render output file options 115 – Rendering a preview animation 116 – Playing image sequences in the RAM Player 117 – Setting Arnold render options 118 – Rendering an image sequence
17. Conclusion 119 – Next steps
CONTENT.md Ex_Files_3dsMax_2018_EssT.7z info.txt
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