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3ds Max 2022 Essential Training

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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.

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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

Ex_Files_3ds_Max_2022_EssT.7z


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1 Comments

  1. Thank you for the upload sir. May I know how to download the whole file at once than downloading them individually. It takes a hell of a time for me to download every syllabus individually.

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