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 sculpting. Then, learn to construct hierarchies, add cameras and lights, and animate with keyframes. Author Aaron F. Ross also takes an in-depth look at materials and texture mapping, as well as options for rendering engines such as Arnold and ART.Topics include:Customizing the interfaceSelecting, duplicating, and editing objectsModeling with splinesParametric modeling with the Modifier StackPolygon and subdivision surface modelingFreeform sculptingFraming shots with camerasLighting with photometrics and daylightBuilding materialsMapping texturesLinking objects in hierarchiesCreating and editing keyframesRendering an image sequenceWatch online or Download for Free001 Welcome002 Using the Exercise Files003 Choosing a workspace004 Customize the user interface and defaults005 Setting preferences006 Using project folders007 Getting familiar with the interface008 Customizing a workspace009 Customizing viewport and grid colors010 Creating and manipulating primitives011 Transforming objects with Move and Rotate012 Navigating in viewports013 Choosing viewport shading modes014 Saving time with keyboard shortcut hotkeys015 Customizing hotkeys016 Choosing a reference coordinate system017 Manipulating objects around a transform center018 Using the Scene Explorer outline019 Configuring viewport layouts020 Using Isolate Selection and Lock Selection021 Selecting in window and crossing modes022 Specifying display units023 Specifying system units024 Defining the home grid025 Saving a maxstart.max template scene026 Creating an image plane027 Duplicating objects with Array028 Collecting objects in groups029 Managing display layers030 Merging scenes031 Referencing scenes with XRef objects032 Creating shapes033 Creating a loft compound object034 Creating a freehand spline035 Editing control vertex types036 Editing Bezier splines037 Rendering shapes038 Setting shape detail with Interpolation039 Revolving a surface with the Lathe modifier040 Extruding with the Sweep modifier041 Importing Illustrator paths to 3ds Max042 Adding a Bevel modifier043 Creating a TextPlus primitive044 Modeling walls with the Extrude modifier045 Deforming an object with a modifier046 Layering deformers in the modifier stack047 Defining polygon level of detail048 Passing a selection up the stack049 Understanding topology dependence050 Versioning and collapsing the stack051 Preparing Boolean operands052 Adding edges with Quickslice053 Cutting with Boolean subtraction054 Creating doors055 Using the Modeling ribbon056 Creating polygons057 Transforming sub-objects058 Use the caddy to set options for an inset polygon059 Cloning sub-objects with Detach060 Branching with Editable Poly Extrude061 Simplifying geometry with Remove062 Extruding a planar surface to a closed volume063 Detailing with Editable Poly Chamfer064 Reflecting objects with Mirror065 Welding vertices066 Refining geometry with SwiftLoop067 Constraining sub-object transforms068 Understanding subdivision surfaces069 Box modeling for subdivision surfaces070 Modeling with the Symmetry modifier071 Shaping with Ribbon tools072 Using Soft Selection073 Sharpening corners with Crease074 Baking subdivisions075 Using the Freeform tools on the ribbon076 Sculpting with Paint Deform Push-Pull077 Using Paint Deform Brushes078 Setting paint options079 Setting brush options080 Conforming one object to another081 Adjustment with Move Conform082 Sculpting with Conform Transform083 Creating a physical camera and target084 Enabling safe frames085 Choosing aspect ratio in Render Setup086 Setting up a free camera087 Rotating in Gimbal coordinate space088 Setting rotation axis order089 Offsetting the image with Lens Shift090 Previewing renders with ActiveShade091 Assigning a diffuse material092 Creating photometric lights093 Adjusting light intensity and color094 Adjusting the Camera Exposure Control095 Adjusting light shape096 Adjusting light distribution097 Controlling spotlight parameters098 Creating a sun and sky099 Illuminating a scene with the environment100 Using the Light Explorer101 Using the Slate Material Editor102 Managing scene materials103 Managing sample slots104 Saving material libraries105 Understanding physical materials106 Adjusting physical material parameters107 Controlling material sample size108 Designing 3D procedural maps109 Mapping bitmap image files110 Projecting UVs with UVW Map111 Using Real-World Map Size112 Mapping with vector art113 Restoring links with Asset Tracking114 Understanding hierarchies115 Transforming pivot points116 Prioritizing rotation axes117 Linking objects118 Locking transforms119 Avoiding and correcting scale issues120 Setting up Time Configuration121 Creating keyframes in Auto Key mode122 Creating keyframes in Set Key mode123 Editing keyframes in the Timeline124 Editing keyframes in the Dope Sheet125 Editing function curves in the Curve Editor126 Editing a trajectory with a motion path127 Choosing a renderer128 Choosing render options129 Rendering an image sequence130 Playing an image sequence with the RAM Player131 Getting started with lighting132 3ds Max 2019 Essential TrainingExercise Files.7z
Lynda – Maya 2019 Essential Training (updated May 11, 2019)
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