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Introduction to 3ds Max 2015

Introduction to 3ds Max 2015

Introduction to 3ds Max 2015

 

Introduction to 3ds Max 2015 : 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.

Contents :

  • 01. Introduction and project overview
  • 02. Interface overview
  • 03. Viewport navigation
  • 04. Creating a 3ds Max project folder
  • 05. Selecting and viewing objects
  • 06. Creating and manipulating geometry
  • 07. Accessing sub-object modes
  • 08. Grouping and parenting
  • 09. 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
  • Introduction to 3ds Max 2015

Watch the Introduction Video :

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