domingo, 6 de noviembre de 2016

Introduction to 3ds Max 2015-KTR


About this course:: This in-depth tutorial is designed to help you get a solid understanding of the core features found in 3ds Max, and help you to ease your transition into this very powerful program.
So during the course of these lessons, you'll have a chance to learn about different aspects of 3ds Max from several of our instructors here at DT. Digital-Tutors is the worlds largest resource for Autodesk training, and over the years, we've had the honor and the privilege of teaching some of the top artists and studios all around the world. And for the next several hours, we'll be giving you the most structured, well-rounded, and easiest to follow 3ds Max training that you'll be able to find anywhere. In the first portion of this tutorial, we'll be getting you familiar with some of the vocabulary and foundational skills that you'll need in order to begin moving around and working in 3ds Max. From there, we'll move into exploring some of the modeling features found in 3ds Max, and we'll begin building the mech that will be our central project for the remainder of this course. From there, we'll take you through the entire process of adding textures and materials to the mech, adding animated movement and animation controls, adding dynamics, and finally we'll learn how to add lights, shadows, and output our final animated sequence. This training is designed for new 3ds Max users, so our goal is not to weigh you down with a lot of technical information. Instead, we want you to form some really good habits and workflows – getting to see the entire start-to-finish pipeline for this project – and by the end of this tutorial, we want you to be at a point where you can feel very comfortable using 3ds Max.

 

Topics include: 
1.Introduction and project overview
2.Interface overview 
3.Viewport navigation
4.Creating a 3ds Max project folder
5.Selecting and viewing objects 
6.Creating and manipulating geometry
7.Accessing sub-object modes 
8.Grouping and parenting 
9.Modeling overview 
10.Setting up reference images 
11.Modeling the hull 
12.Beginning the helmet 
13.Smoothing the splines 
14.Finishing the helmet 
15.Modeling the pelvis 
16.Modeling the shoulder mount 
17.Modeling the shoulder socket 
18.Modeling the upper arm 
19.Modeling the elbow joint 
20.Modeling the arm cannon housing 
21.Modeling the arm cannon interior 
22.Modeling the gun barrel 
23.Mirroring the arm 
24.Modeling the upper leg 
25.Finishing the upper leg 
26.Modeling the middle leg link 
27.Modeling the lower leg 
28.Modeling the front foot piece 
29.Modeling the back foot piece 
30.Modeling the mid sections 
31.Modeling the jet pack tank 
32.Modeling the jet pack exhaust 
33.Modifying the hip to function 
34.Modeling a hose 
35.Adding the final elements 
36.Using smoothing methods 
37.Smoothing the shoulder pieces 
38.Smoothing the arm pieces 
39.Smoothing the accessory pieces 
40.Smoothing the lower body of the mech 
41.Adding the final details of the helmet 
42.Materials and texturing overview 
43.Material editor overview 
44.Modifying the basic parameters of a material 
45.Adding multiple materials to a single object 
46.Using procedural maps 
47.Unwrapping UV basics 
48.Exploring the unwrapping tools 
49.Using substance materials 
50.Outputting a UVW template 
51.Adding file textures 
52.Adding a bump map 
53.Rigging overview 
54.Preparing our model to be rigged 
55.Creating groups in 3ds Max 
56.Finishing the grouping process of our model 
57.Creating a global control 
58.Building a control object for the mech's upper torso 59.Creating a control for the mech's lower torso 60.Controlling the lower back 
61.Adding a control for the mech's center-of-mass 62.Building your first bone chain 
63.Finishing our initial bone chain 
64.Setting up bone chains for the mech's toes. 
65.Mirroring bones in 3ds Max 
66.Connecting the mech's legs to follow the rig 
67.Skinning objects in 3ds Max 
68.Deforming the fueling line's envelope object 
69.Controlling the fueling line 
70.Deforming the mech's mid section 
71.Attaching the mid section to follow our rig 
72.Creating the mech's arm bones 
73.Connecting the arms to our rig and adding inverse kinematics to the limbs 
74.Controlling the mech's legs 
75.Finishing the leg controls 
76.Creating custom attributes and wiring parameters 
77.Arm controls 
78.Rigging with the Reaction Manager 
79.Making our scene animator-friendly 
80.Animation overview 
81.How to create and edit keyframes in 3ds Max 82.Managing keyframes in the Curve Editor and cycling animation infinitely 
83.Working with Auto Key and creating simple expressions in the Curve Editor 
84.Creating expressions 
85.Path animation 
86.Creating crowds with Populate 
87.Starting on our final project 
88.Animating the mech's platform 
89.Blocking in the mech's performance 
90.Finalizing our blocking pass and starting on our polishing stage 
91.Finishing the mech's polishing pass 
92.Adding a shot camera 
93.Wrapping up the animation and previewing animations in real-time 
94.Dynamics overview 
95.Creating particles in 3ds Max 
96.Modifying the particle system behavior 
97.Using space warps 
98.Creating the fog material 
99.Finalizing the fog material 
100.Finalizing the particle system 
101.Lighting and rendering overview 
102.Understanding light types in 3ds Max 
103.Basic light parameters in 3ds Max 
104.Understanding diffuse and specular components 105.Utilizing the Object Properties window in 3ds Max 106.Changing the rendering engine used by 3ds Max 107.Setting up image-based lighting in 3ds Max 
108.Working with additional light sources in 3ds Max 109.Optimizing render speed in 3ds Max 
110.Fine-tuning particles and other materials 
111.Adding motion blur and improving rendered image quality 112.Outputting our final animation from 3ds Max 113.Converting an image sequence to a movie file in 3ds Max
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Contacta

INFORMACIÓN

Localización:

08500, Spain, Barcelona,2213 C

Horario de Trabajo:

Lunes a Viernes de 9am a 5pm Spain

Skype:

3D Byou

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