Release date:2021, March 24

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 modeling and texturing to lighting and rendering. In this course, instructor Aaron F. Ross provides an overview of the entire package, as well as essential skills that 3D artists need to create professional models and animations. Aaron shows you how to get around the 3ds Max interface and customize it to suit your preferences. He describes how to model different objects using splines, polygons, and subdivision surfaces. Aaron explains how to construct hierarchies, add cameras and lights, and animate with keyframes. In closing, he takes an in-depth look at materials and texture mapping, as well as options for rendering engines such as Arnold and Quicksilver.

001 Introducing 3ds Max 2022 002 Using the exercise files 003 Choosing a workspace 004 Setting preferences 005 Using project folders 006 Getting familiar with the interface 007 Customizing a workspace 008 Customizing background and grid colors 009 Creating primitives with keyboard entry 010 Creating primitives interactively with the mouse 011 Position objects with Select and Move 012 Rotate and scale objects 013 Navigating in viewports 014 Orbit and viewport Undo 015 Saving time with keyboard shortcut hotkeys 016 Customizing hotkeys 017 Choosing viewport shading modes 018 Advanced viewport settings and presets 019 Configuring viewport layouts 020 Specifying display units 021 Specifying system units 022 Defining the home grid 023 Saving a maxstart.max template scene 024 Merging scenes 025 Duplicating object instances with Array 026 Clone objects with transforms 027 Introducing snap 028 Precision transforms with Grid Snap 029 Outlining object names with Scene Explorer 030 Collecting objects in groups 031 Managing display layers 032 Controlling object and layer display properties 033 Understanding XRef external references 034 Creating an XRef record 035 Moving objects in reference coordinate systems 036 Rotating objects in reference coordinate systems 037 Manipulating objects around a transform center 038 Using Isolate Selection and Lock Selection 039 Selecting in Window and Crossing modes 040 Creating shapes 041 Editing Bezier splines 042 Setting shape detail with interpolation 043 Modeling with the Extrude modifier 044 Extruding along a path with the Sweep modifier 045 Exporting paths from Adobe Illustrator 046 Importing Illustrator paths to 3ds Max 047 Adding a Bevel modifier 048 Controlling level of detail for a Bevel modifier 049 Modeling typography with TextPlus 050 Manipulating and fine-tuning TextPlus 051 Deforming an object with a modifier 052 Layering deformers in the modifier stack 053 Defining polygon level of detail 054 Passing a selection up the stack 055 Understanding topology dependence 056 Versioning and collapsing the stack 057 Preparing Boolean operands 058 Combine volumes with Boolean compound object 059 Adding edges with QuickSlice 060 Adding edges with Cut 061 Hardening polygon edges with the Smooth modifier 062 Using the Modeling ribbon 063 Simplifying geometry with Remove 064 Branching with Editable Poly Extrude 065 Detailing a mesh 066 Rounding corners with Chamfer 067 Understanding subdivision surfaces 068 Best practices for modeling subdivision surfaces 069 Box modeling for subdivision surfaces 070 Modeling with the Symmetry modifier 071 Modeling curvature with Soft Selection 072 Refining geometry with SwiftLoop 073 Constraining sub-object transforms 074 Correcting a seam with Align to View 075 Sharpening corners with edge crease 076 Baking subdivisions 077 Creating a physical camera and target 078 First-person camera navigation in viewports 079 Enabling Safe Frames 080 Setting resolution and aspect ratio in Render Setup 081 Creating a free camera 082 Rotating in Gimbal coordinate space 083 Setting rotation axis order to emulate a tripod 084 Interactive production rendering 085 Creating photometric lights 086 Adjusting light intensity and color 087 Setting exposure control 088 Adjusting light shape 089 Controlling spotlight parameters 090 Using the light explorer 091 Illuminating with an environment color 092 Illuminating with an HDRI environment 093 Separating environment from background 094 Creating a sun and sky 095 Using the Slate Material Editor 096 Assigning materials to objects 097 Managing scene materials 098 Managing sample slots 099 Saving a material library 100 Physical material color and roughness 101 Physical material reflection parameters 102 Controlling viewport material shading 103 Controlling material sample size 104 Creating a 3D procedural map 105 Art directing 3D map parameters 106 Mapping bitmap image files 107 Projecting UVs with UVW Map 108 Using Real-World Map Size 109 Restoring links with Asset Tracking 110 Understanding hierarchies 111 Moving pivot points 112 Rotating pivot points 113 Prioritizing rotation axes 114 Linking objects 115 Locking transforms 116 Correcting and avoiding scale issues 117 Choosing frame rate and playback speed 118 Choosing the active time segment 119 Creating keyframes in Auto Key mode 120 Creating keyframes in Set Key mode 121 Editing keyframes in the Track Bar timeline 122 Editing keyframes in the Dope Sheet 123 Editing keyframes in the Curve Editor 124 Editing interpolation in the Curve Editor 125 Manipulating tangents in the Curve Editor 126 Editing a trajectory with a motion path 127 Choosing a renderer 128 Choosing Quicksilver render options 129 Rendering an image sequence 130 Playing an image sequence with the RAM Player 131 Tonemapping a high dynamic range rendering 132 Next steps

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