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 sequences
Table of Contents

Introduction

Welcome 1m 14s

How to use the exercise files 3m 32s

1. Getting Started

Choosing a workspace 1m 42s

Customize user Interface and defaults 1m 47s

Setting preferences 3m 40s

Using project folders 5m 4s

2. 3ds Max Interface

Getting 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 Objects

Choosing 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 Stack

Understanding 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 Modeling

Creating 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 Editing

Constraining 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 Modeling

Understanding 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 Modeling

Sculpting 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. Hierarchies

Understanding 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. Lighting

Creating 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. Materials

Using 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 Textures

Placing 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. Rendering

Choosing 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 11s

00. 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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