Release date:2021, June 18

Author:Widhi Muttaqien, S.Kom, MMSI

Skill level:Beginner

Language:English

Exercise files:Yes

In this online course, you will learn the fundamentals of 3D skills using 3ds Max. Including different techniques of 3D modeling, composing materials and textures, and in-depth UV Unwrapping techniques. This course is designed for beginners to intermediate-level users. So if you have never used 3ds Max before, don’t worry, because the lessons at the beginning of this course are designed just for you. The curriculum is carefully crafted so you can master 3ds Max quickly and yet seamlessly.

The curriculum overview

You will learn a lot of things in this course. There is just too much to cover in this short description. For more detailed information, you can check the curriculum section. But, just to give you a quick overview of what you will learn. There are a total of 13 chapters in this course outside the introduction chapter.

In the first chapter, you will be introduced to 3ds Max’s UI. You will learn different ways to navigate the viewport and utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects, and how to modify them. You will also learn object selection, object transformation, and so on. In the third chapter, we will focus on scene management. You will learn how to use the “Scene explorer”. Then using layers, groups, etc.

Starting from the fourth chapter, we will focus on 3D modeling. In this chapter, you’ll learn polygonal modeling techniques related to each of the sub-object types. We will cover sub-object selection techniques. Then we will also discuss 3D modeling concepts such as “Normal direction” and “Backface culling”, etc. At the end of this chapter, we will have a project modeling a table lamp product called “Atollo”.

In chapter five, we will focus on precision modeling techniques. We will start with the basics of measurement units. Learn different snapping features, and then learn various tools for aligning objects, and so on. There are 3 projects in this chapter. First, we will model a stool called “Tamtam”. Then we model a side table product called “Etna”. And on the last project, we will model another side table product called “Lack”.

Next, in chapter six, we’re going to build a kitchen counter product called “Werk”. We’ll cover everything from setting up the references. Then modeling the base frame, then the panels, and so on. Until we have a finished model.

In chapter 7, we will focus on spline-based modeling techniques. You will learn the basics such as creating, selecting, and converting spline vertices. Then we move on to learn various techniques of spline editing. After that, you will learn how to turn splines into 3D models. There are a total of 7 projects in this chapter alone. First, you will model a simple S letter logo. Then in the next project model a circular classic ornament. And then model a tileable 3D pattern. Then, you will model a vase product called “Echasse”. Then you will create a crown molding object. In the next project, you will model a table lamp product called “Diana”. And then finally you will create a roman column.

In chapter 8, we will focus on subdivision modeling techniques which are very useful for creating organic-like objects. And then learn compound-based modeling techniques, which basically combine existing 3D objects to create new ones. There are 3 projects in this chapter. The first project is creating a teacup model. Then the second project is creating a washbasin. In the third project, you will create a stool product called “Alma”.

Chapter 9 is a project chapter. In this chapter, we will build a chair product called “Papilio Shell” using subdivision, compound-based modeling techniques, and other related techniques that we have discussed earlier.

Starting from chapter 10, we will shift our focus from 3d modeling to look development. In this chapter you will learn the basics of rendering, and how to use the physical material. We are also going to cover different methods of environment lighting. At the end of this chapter, we will apply what we’ve learned to add lighting and materials to the chair product that we modeled before in the previous chapter.

In chapter 11, we will focus on texturing and basic UV mapping techniques. You will learn different types of textures, from procedural textures, image textures, PBR textures, Substance textures, etc. At the end of this chapter, you will do another project. You will add material and PBR textures onto the kitchen table product that we have modeled in the earlier chapter.

Chapter 12 focuses on the nitty-gritty of UV unwrapping techniques. After learning the tools provided, we will explore different approaches to unwrap 3D objects. From the automatic method, projection method, peel seams method, and so on. In this chapter, we will have 2 projects. The first is creating a low poly barrel. And second is creating a product packaging.

In chapter 13, we will have the last project related to look development, which is creating a chair product called “San Marco”. Because each part of the model is different, we will use different UV unwrapping techniques that best suit the model’s part. Here is the result of the final project.

The outcome

After completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You’ll gain a significant amount of 3D modeling and look development skills. Not to mention you will understand a lot of important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.

01. INTRODUCTION 01. Introduction 02. Conventions and disclaimer

02. USER INTERFACE 01. 3ds Max UI 02. Viewport navigation 03. Alternative navigation methods 04. Display settings and startup file

03. BASIC OBJECT OPERATIONS 01. Create and modify objects 02. Object selection 03. Transformation 04. Pivot point 05. Transformation settings 06. Modifier 07. Object duplication

04. SCENE MANAGEMENT 01. Managing objects 02. Scene explorer 03. Layer management 04. Selection set and group

05. EDITABLE POLY MODELING 01. Primitive vs Editable 02. Editable poly basic operations 03. Sub-object basic selection 04. Ring and Loop selection 05. Selection conversion and preferences 06. Normal direction and backface culling 07. Edge modeling techniques 08. Cut and slice techniques 09. Surface smooth shading 10. Capping holes and Edge extrusion 11. Bridge 12. Polygon modeling techniques 13. Project Oluce Atollo table lamp

06. PRECISION MODELING 01. Measurement unit 02. Project Tamtam stool 03. Scale modes 04. Resetting transformation 05. Resizing objects precisely 06. Snapping 07. Smart Extrude 08. Project Etna side table 09. Aligning objects 10. Project Lack side table

07. PROJECT KITCHEN COUNTER 01. What we are going to create 02. Setting up the references 03. Modeling the base frame 04. The feet and top surface 05. The panels and handles

08. SPLINE MODELING 01. Introduction to spline 02. Line creation and spline vertex types 03. Spline creation exercise 04. Adding and deleting 05. Spline modification 06. Spline Boolean 07. Cross-insert, Weld, and Trim 08. Extrude modifier 09. Project S letter logo 10. Project Circular ornament 11. Project Tileable 3D pattern 12. Lathe modifier 13. Project Echasse vase 14. Bevel profile modifier 15. Project Crown molding 16. Project Abbyson Diana table lamp 17. Project Roman column

09. SUBDIVISION AND COMPOUND MODELING 01. Subdivision modeling introduction 02. Project Teacup 03. Using non-quad polygons 04. Avoiding concave polygons 05. Project Washbasin 06. Introduction to 3D Boolean 07. Advanced reference image setup 08. Project Alma 2525 JR stool 09. Conform introduction

10. PROJECT PAPILIO SHELL CHAIR 01. What we are going to create 02. Setting up 3 sided reference 03. The seat 04. The legs 05. The support

11. LOOK DEVELOPMENT BASICS 01. Renderer basics 02. Material basic concepts 03. Material editor 04. Material browser categories 05. Assigning and picking materials 06. Sample slots 07. Material library 08. Multi sub-object material 09. ActiveShade 10. Color models 11. Bit depth and high-range images 12. Environment lighting 13. Daylight system 14. Basic material parameters 15. Transparency and Clearcoat 16. Emission and Sub-surface 17. Project Chair product rendering

12. TEXTURING 01. Procedural textures 02. Non-color maps 03. Bump and displacement basics 04. Texture and UV mapping 05. Projection UV mapping 06. UV tiling and Real-world size 07. Acquiring PBR textures 08. PBR texture types 09. Applying PBR textures Part 1 10. Applying PBR textures Part 2 11. Normal texture issues 12. Project Kitchen table texturing 13. Using Substance textures

13. UV UNWRAPPING 01. Unwrap UVW modifier 02. Automatic UV unwrapping 03. UV selection techniques 04. UV editing shortcuts 05. Seams and coordinate system 06. Lock, Hide, and Freeze 07. Break, Weld, and Stitch 08. Quick transform 09. Project Low poly barrel unwrapping 10. Rendering UV template 11. Project Low poly barrel texturing 12. Unwrapping with Peel 13. Project Perfume packaging

14. PROJECT S.MARCO CHAIR 01. Project Driade S Marco Part 1 02. Project Driade S Marco Part 2 03. Project Driade S Marco Part 3

[Udemy] 3ds Max Fundamentals – 3D Modeling and Look Development.7z [Udemy] 3ds Max Fundamentals – 3D Modeling and Look Development_Subtitles.7z

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