Introduction to 3ds Max 2011
In this 3ds Max tutorial, we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2011. Software required: 3ds Max 2011.
What you'll learn
In this 3ds Max tutorial, we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2011. In this tutorial we are going to help you get a good understanding of how to work in 3ds Max. You will be able to learn from several of the instructors here at Digital-Tutors as we go through many of the major parts of the software. We are going to cover a wide range of topics in this course. We will start out exploring the user interface and finding our way around 3ds Max. Then we will start to create our own custom model, a pod racer, using a number of powerful modeling tools. We will paint and texture our model, and then take it through the process of rigging and animation. We will finish up by adding dynamic effects to the scene and rendering out a nice result. Once you are finished, you will have exposure to a wide range of disciplines in 3ds Max and be able to start working on your own projects and building on the knowledge you have gained. Software required: 3ds Max 2011.
Table of contents
- Modeling Overview 1m
- Building the Basic Shape of the Engine Shell 10m
- Finishing the Engine Shell 9m
- Detailing the Engine Shell Using Existing Geometry 9m
- Using Splines and Modifiers to Add Sharp Panels 11m
- Adding the Fan Blades Using an Array 8m
- Building the Back of the Engine with Nurbs 7m
- Modeling a Series of Pipes 8m
- Building the Engine Nozzle 6m
- Building the Power Coupling with Splines 8m
- Building the Side Fine and Cable Connector 7m
- Adding Bolts Using Object Paint 10m
- Building the Back of the Pod 13m
- Building the Base of the Pod 9m
- Modeling the Main Cockpit 8m
- Adding the Back of the Cockpit 10m
- Using Splines to Build Detail Around the Cockpit 10m
- Modeling the Lower Racer Structure 10m
- Adding Final Detail to the Racer 10m
- Modeling the Front Fins with Splines 8m
- Adding Cables to the Racer 9m
- Materials and Texturing Overview 1m
- Using the Material Editors 13m
- Applying Materials 9m
- Adding Gradient Ramps 12m
- Applying Multiple Materials to Objects 11m
- Adding Preset Materials 10m
- Working with Procedural Texture Maps 10m
- Working with UVs 12m
- Working with Bitmap Textures 7m
- Adding Bump Maps 9m
- Modulating Specular Color 9m
- Combining Textures with the Composite Map 11m
- Using the Viewport Canvas 11m
- Adding a Glow to the Model 10m
- Rigging and Animation Overview 1m
- Building Controls for the Pod Racer 7m
- Finishing the Pod Racer's Controls 16m
- Organizing the Scene with the Layer Manager 8m
- Working with the Schematic View 11m
- Modifying an Object's Pivot 4m
- Creating Custom Parameters 11m
- Wiring Parameters 8m
- Writing Your First Expression 11m
- Using an Expression to Automate an Engine Idle 6m
- Rigging the Engine Cables with Bones 12m
- An Overview of 3ds Max's Bone Tools and the Spline IK Solver 6m
- Finishing the Cable Rig 12m
- Correcting the Deformations of the Cables 9m
- Randomizing the Engine Idles with the Noise Float Controller 5m
- Make the Rig More Animator-friendly 5m
- Locking Controllers and Finishing the Pod Racer Rig 3m
- Basics of Setting Keyframes in 3ds Max 10m
- Understanding the Curve Editor 11m
- Cycling Animations in 3ds Max 6m
- Animating Objects Along a Path 10m
- Animating with Autokey 7m
- Editing Keys on the Track Bar 4m
- Previewing Animations in Real-time 4m
- Dynamics Overview 1m
- Adding Initial Particle Dynamics to Our Pod Racer 9m
- Adding Forces to 3ds Max Particles 7m
- Setting up Initial Shading for Smoke Particles 7m
- Finalizing the Shading Network for Our Smoke Particles 10m
- Duplicating Particle Emitters in 3ds Max 5m
- Starting to Create an Animated Lightning Bolt in 3ds Max 7m
- Creating Control Objects for the Animated Lightning Bolt 10m
- Finalizing the Movement and the Materials for the Lightning Bolt 7m
- Lighting and Rendering Overview 1m
- Overview of the Various 3ds Max Light Types 7m
- Exploring the Parameters of 3ds Max Lights 8m
- Switching the 3ds Max Rendering Engine 4m
- Working with Shadow Maps in 3ds Max 9m
- Using Raytrace Shadows in 3ds Max 8m
- Matching 3ds Max Camera to a Live-action Background 5m
- Rendering Photographic Environments in 3ds Max 7m
- Matching Lights to a Photographic Environment 10m
- Using the 3ds Max Skylight to Create Secondary Lighting 8m
- Rendering an Animated Sequence from 3ds Max 7m