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3ds Max 2018 Essential Training

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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

Watch online or Download for Free

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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