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3ds Max 2020 Essential Training

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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

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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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