Release date:2019, March 27

Duration:10 h 55 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 preferences. Discover how to model different objects using splines, polygons, subdivision surfaces, and freeform modeling. Instructor Aaron F. Ross also shows how to construct hierarchies, add cameras and lights, animate with keyframes, and more.

Topics include:

Customizing the interface

Duplicating and collecting objects

Modeling with splines

Parametric modeling with modifiers

Polygon and subdivision surface modeling

Freeform modeling

Framing shots with cameras

Lighting with daylight

Building materials

Mapping textures

Linking objects in hierarchies

Creating and editing keyframes

Rendering an image sequence

00. Introduction 001 – 3ds Max from the ground up 002 – Using the exercise files

01. Getting Started 003 – Choosing a workspace 004 – Customizing user interface and defaults 005 – Setting preferences 006 – Using project folders

02. 3ds Max Interface 007 – Getting familiar with the interface 008 – Customizing a workspace 009 – Customizing viewport and grid colors 010 – Creating and manipulating primitives 011 – Transforming objects with Move and Rotate 012 – Navigating in viewports 013 – Choosing viewport shading modes 014 – Saving time with keyboard shortcut hotkeys 015 – Customizing hotkeys 016 – Choosing a reference coordinate system 017 – Manipulating objects around a transform center 018 – Using the Scene Explorer outline 019 – Configuring viewport layouts 020 – Using Isolate Selection and Lock Selection 021 – Selecting in window and crossing modes

03. Scene Layout 022 – Specifying display units 023 – Specifying system units 024 – Defining the home grid 025 – Saving a maxstart.max template scene 026 – Creating an image plane 027 – Duplicating objects with Array 028 – Collecting objects in groups 029 – Managing display layers 030 – Merging scenes 031 – Referencing scenes with Xref objects

04. Spline Modeling 032 – Creating shapes 033 – Creating a loft compound object 034 – Creating a freehand spline 035 – Editing control vertex types 036 – Editing Bezier splines 037 – Rendering shapes 038 – Setting shape detail with Interpolation 039 – Revolving a surface with the Lathe modifier 040 – Extruding with the Sweep modifier 041 – Importing Illustrator paths to 3ds Max 042 – Adding a Bevel modifier 043 – Creating a TextPlus primitive 044 – Modeling walls with the Extrude modifier

05. Parametric Modeling with Modifiers 045 – Deforming an object with a modifier 046 – Layering deformers in the modifier stack 047 – Defining polygon level of detail 048 – Passing a selection up the stack 049 – Understanding topology dependence 050 – Versioning and collapsing the stack

06. Polygon Modeling 051 – Preparing Boolean operands 052 – Adding edges with Quickslice 053 – Cutting with Boolean subtraction 054 – Creating doors 055 – Using the Modeling ribbon 056 – Creating polygons 057 – Transforming sub-objects 058 – Using the caddy to set options for an inset polygon 059 – Cloning sub-objects with Detach 060 – Branching with Editable Poly Extrude 061 – Simplifying geometry with Remove 062 – Extruding a planar surface to a closed volume 063 – Detailing with Editable Poly Chamfer 064 – Reflecting objects with Mirror 065 – Welding vertices 066 – Refining geometry with SwiftLoop 067 – Constraining sub-object transforms

07. Subdivision Surface Modeling 068 – Understanding subdivision surfaces 069 – Box modeling for subdivision surfaces 070 – Modeling with the Symmetry modifier 071 – Shaping with Ribbon tools 072 – Using Soft Selection 073 – Sharpening corners with Crease 074 – Baking subdivisions

08. Freeform Modeling 075 – Using the Freeform tools on the ribbon 076 – Sculpting with Paint Deform Push_Pull 077 – Using Paint Deform Brushes 078 – Setting paint options 079 – Setting brush options 080 – Conforming one object to another 081 – Adjustment with Move Conform 082 – Sculpting with Conform Transform

09. Camera Techniques 083 – Creating a physical camera and target 084 – Enabling safe frames 085 – Choosing aspect ratio in Render Setup 086 – Setting up a free camera 087 – Rotating in Gimbal coordinate space 088 – Setting rotation axis order 089 – Offsetting the image with Lens Shift

10. Lighting 090 – Previewing renders with ActiveShade 091 – Assigning a diffuse material 092 – Creating photometric lights 093 – Adjusting light intensity and color 094 – Adjusting the Camera Exposure Control 095 – Adjusting light shape 096 – Adjusting light distribution 097 – Controlling spotlight parameters 098 – Creating a sun and sky 099 – Illuminating a scene with the environment 100 – Using the Light Explorer

11. Materials 101 – Using the Slate Material Editor 102 – Managing scene materials 103 – Managing sample slots 104 – Saving material libraries 105 – Understanding physical materials 106 – Adjusting physical material parameters

12. Mapping Textures 107 – Controlling material sample size 108 – Designing 3D procedural maps 109 – Mapping bitmap image files 110 – Projecting UVs with UVW Map 111 – Using Real-World Map Size 112 – Mapping with vector art 113 – Restoring links with Asset Tracking

13. Hierarchies 114 – Understanding hierarchies 115 – Transforming pivot points 116 – Prioritizing rotation axes 117 – Linking objects 118 – Locking transforms 119 – Avoiding and correcting scale issues

14. Keyframe Animation 120 – Setting up Time Configuration 121 – Creating keyframes in Auto Key mode 122 – Creating keyframes in Set Key mode 123 – Editing keyframes in the Timeline 124 – Editing keyframes in the Dope Sheet 125 – Editing function curves in the Curve Editor 126 – Editing a trajectory with a motion path

15. Rendering 127 – Choosing a renderer 128 – Choosing render options 129 – Rendering an image sequence 130 – Playing an image sequence with the RAM Player

16. Conclusion 131 – Next steps

Ex_Files_3ds_Max_2020_EssT.7z

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