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3ds Max Tips, Tricks and Techniques (updated May 2019)

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Release date:2018, January 31

Duration:13 h 41 m

Author:Aaron F. Ross

Skill level:Intermediate

Language:English

Exercise files:Yes

3ds Max is a powerful, deep, and multifaceted program, so there’s always more to learn. This weekly series aims to keep you on top of the latest tools and techniques, and introduces fresh perspectives on traditional methods for architectural and product visualization, animation, visual effects, games and virtual worlds, and motion graphics. Instructor Aaron F. Ross presents a new topic every week, spanning the full range of 3D graphics tasks, including modeling, rigging and animation, shading and lighting, camera operation, and rendering. He gives special attention to streamlining workflows, such as automation of time-consuming tasks, so your productions run more smoothly and efficiently. Come back every Wednesday for a new tutorial to expand your 3ds Max knowledge and skills.

Note: Because this is an ongoing series, viewers will not receive a certificate of completion

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02 – Welcome
03 – What to know
04 – Exercise files
05 – Modeling a floor plan from a 2D drafting document
06 – Modeling terrain with Displace space warp
07 – Projecting UVs with the Camera Map world-space modifier
08 – Capturing shadows with Arnold Shadow Matte map
09 – Rendering compositing passes with Arnold AOVs
10 – Mechanical rigging with IK and the LookAt controller
11 – Modulating animation with Multiply and Ease Curves
12 – Working with audio and the AudioFloat controller
13 – Automating with Expression controllers
14 – Real-time animation with the Motion Capture utility
15 – Stylized rendering with Scanline Ink n Paint
16 – Getting started with the Max Creation Graph
17 – Modifying a Max Creation Graph tool
18 – Sculpting a terrain with Texture Object Mask
19 – Building a road with Conform space warp
20 – Shading a landscape with Arnold Curvature
21 – Creating custom attributes with the Parameter Editor
22 – Driving animation curves with the Reaction controller
23 – Rendering light groups with Arnold AOVs
24 – Rigging a camera-facing matte painting
25 – Graphing scene conditions with State Sets Compositor
26 – Aligning a camera to a background with Perspective Match
27 – Projecting a photo to proxy geometry with Camera Map
28 – Automation with wire parameters and manipulators
29 – Converting scenes for different renderers
30 – Introduction to 3ds Max Fluids
31 – Modeling with the Motion Field Space Warp
32 – Non-destructive model adjustment with Linked Xform
33 – Animating sub-objects with Linked Xform
34 – Customize and cycle Path Constraint animation
35 – Generate complex motion with Waveform Controllers
36 – Illuminate a scene with an Arnold Mesh Light
37 – Shading with Maya maps in 3ds Max
38 – Varying shader properties by object with Arnold Color Jitter
39 – Render a mesh object with Arnold Standard Volume
40 – Render a Point Cloud object
41 – Setting track value boundaries with a limit controller
42 – Drawing curves with Freehand Spline
43 – Correcting intersections with Spline Overlap
44 – Reducing curve detail with Optimize Spline
45 – Resampling curves with Normalize Spline
46 – Soft-selecting curves with Spline Influence
47 – Blending curves with Spline Morph
48 – Combining splines with shape Booleans
49 – Approximating global illumination in Arnold
50 – Rendering proxies with Arnold procedurals
51 – Introduction to the Open Shading Language map
52 – Basic syntax of Open Shading Language
53 – Declaring OSL input and output parameters
54 – Generating a fractal noise pattern in OSL
55 – Iterating a for loop in OSL
56 – Using the if… else conditional statement in OSL
57 – Managing OSL file assets and paths
58 – Accelerate Arnold rendering with adaptive sampling
59 – Texturing with the Advanced Wood procedural map
60 – Art directing the Advanced Wood texture map
61 – Setting a fluid initial state
62 – In-camera compositing with Camera Map modifier
63 – Creating animation layers
64 – Collaborate online with shared views
65 – Rendering iridescence with Arnold Thin Film
66 – Loading and saving fluid presets
67 – Introduction to 3ds Max Interactive
68 – Building a motion graphics rig with Data Channel
69 – Creating custom project folder structures
70 – Open Shading Language code editor tips and tricks
71 – Spawning particles from a 3D map
72 – Rendering a starfield
73 – Faking GI with an Arnold ambient occlusion filter
74 – Modeling with the animation Snapshot tool
75 – Rendering particles with Arnold Standard Volume
76 – Render Arnold volume with physical values
77 – Volume indirect global illumination in Arnold
78 – Removing polygon detail with Freeform Optimize
79 – Transform and retime a cache with Fluid Loader
80 – Rendering motion blur in Arnold
81 – Drawing splines on an editable poly
82 – Sketching freeform topology over a polygon mesh
83 – Animating effects with Data Channel Decay
84 – Animating controllers in the Material Editor
85 – Painting a vertex color mask with VertexPaint
86 – Drawing polygon freeform strips
87 – Extruding polygon freeform branches
88 – Interactive ActiveShade in a viewport
89 – Fluid data channels
90 – Displaying fluid data channels
91 – Assigning UVW coordinates in an OSL network
92 – Using named coordinate spaces in Open Shading Language (OSL)
Exercise Files.7z


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