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3ds Max 2010 Essential Training

Course Summary

 Provides everything new users need to know to complete an animation project, while offering tips and tricks to improve experienced users' productivity and workflow.   


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    Course Syllabus

     
    • Introduction
    • Welcome
    • How to use this title
    • Using the exercise files
    • 1. Getting Started
    • Getting a handle on the production process
    • Understanding the importance of traditional art concepts and principles
    • Using reference material
    • Understanding 3D space
    • Improving your workflow
    • The built-in help system
    • 2. Interface Essentials
    • Getting to know the interface
    • Getting around in the viewports
    • Controlling how 3ds Max measures
    • Customizing the interface
    • Useful right-click commands
    • 3. Working with Files
    • Starting a new project
    • Opening, importing, and merging files
    • Saving and exporting files
    • Holding and fetching files
    • Summary info and object properties
    • 4. Working with Objects
    • Selection techniques
    • Naming objects
    • Reading the Transform Gizmo
    • Moving objects
    • Rotating objects
    • Scaling objects
    • Coordinating systems
    • Understanding pivot points
    • Hiding and freezing objects
    • Making copies
    • Grouping objects
    • 5. Creating Off-the-Shelf Geometry
    • Creating standard primitive objects
    • Creating extended primitive objects
    • Creating shapes
    • Creating lines
    • Creating architectural objects
    • Project: Creating a car axle and wheels
    • 6. Specific Modeling Techniques
    • Extruding objects
    • Lathing objects
    • Lofting objects
    • The Boolean commands
    • Box modeling
    • Building a chandelier with box modeling
    • Paint deformation
    • Patch modeling
    • NURBS modeling
    • Surface normals
    • 7. Project: Constructing an Oscillating Fan
    • Building the stand
    • Building the motor housing
    • Building the fan blades
    • Building the fan blade cage
    • Adding the electrical cord
    • Adding the hardware
    • 8. Working at the Sub-Object Level
    • Understanding sub-object types
    • Selecting sub-objects
    • Converting or using a modifier
    • Transforming sub-objects
    • Using 2D sub-object modeling commands
    • Using 3D sub-object modeling commands
    • Ignoring backfacing
    • Making soft selections
    • 9. Working with Modifiers
    • Understanding the modifier stack
    • Working with the modifier stack
    • Understanding modifier order
    • Applying modifiers in the middle of the stack
    • Copying and pasting modifiers
    • Collapsing the stack
    • Using freeform deformation modifiers
    • Using the flex modifier
    • Using the lattice modifier
    • Modifying hair and fur
    • Using modifiers that reduce geometry
    • Applying modifiers at the sub-object level
    • 10. Materials and Mapping
    • Building materials
    • Understanding the material editor interface
    • Controlling the main body color
    • Adding and controlling shine
    • Controlling transparency
    • Using self-illumination
    • Applying materials
    • Retrieving a scene material
    • Designing a complex material
    • Creating rough surfaces with bump maps
    • Using reflection maps
    • Using opacity maps
    • Editing maps
    • Building a multi sub-object material
    • Taking advantage of material libraries
    • Mapping coordinates
    • Using sub-object mapping
    • Using the UVW unwrap modifier
    • Using Photoshop to edit maps
    • Applying materials to an oscillating fan
    • 11. Lighting
    • Comparing real-world and computer lights
    • Identifying the types of lights in 3ds Max
    • Applying omni lights
    • Using spot lights
    • Controlling shadows
    • Adjusting how far a light shines
    • Excluding objects from light
    • Using projector lights
    • Setting light volume
    • Setting global illumination
    • Lighting a scene
    • 12. Cameras
    • Comparing real-world and computer cameras
    • Identifying Max's camera types
    • Camera viewport navigation
    • Changing a camera's lens length
    • Controlling focus with depth of field
    • Applying motion blur
    • Using clipping planes
    • Activating a show safe frame
    • Putting a camera on a path
    • Locking a camera onto an object
    • 13. Animation
    • Understanding the principles of animation
    • Understanding the animation process
    • Controlling animation
    • Animating with auto key
    • Animating with set key
    • Moving keyframes
    • Copying keyframes
    • Deleting keyframes
    • Using the Dope Sheet
    • Using the Curve Editor
    • Linking and unlinking objects
    • Animating an object along a path
    • Animating an oscillating fan
    • 14. Rendering
    • Rendering techniques
    • Using active shade
    • Creating previews
    • Using the RAM player
    • Saving a rendering
    • Loading background images
    • Using mental ray
    • Conclusion
    • Goodbye
     


Course Fee:
USD 25

Course Type:

Self-Study

Course Status:

Active

Workload:

16 - 17 hours / week

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