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
Puedes ver Más
Conocenos Más