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3ds Max 2011 Essential Training

Course Summary

 Demonstrates the basics of how to use 3ds Max 2011 for media, entertainment and design visualization applications.   


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    Course Syllabus

     
    • Introduction
    • Welcome
    • Prerequisites
    • Using the exercise files
    • 1. Getting Started
    • Using the Custom UI and Defaults Switcher
    • Setting local file paths to relative
    • Using project folders
    • 2. The 3ds Max Interface
    • Getting familiar with the interface
    • Touring the command panels
    • Creating primitives
    • Navigating the viewports
    • Using hotkeys
    • Choosing shading modes
    • Configuring the viewports
    • Transforming objects
    • Using the toolbars
    • Using the Modify panel
    • 3. Modeling Basics
    • Surveying different modeling methods
    • Setting units
    • Setting home grid dimensions
    • Understanding the Level of Detail utility
    • Working with the Modifier Stack
    • Understanding dependencies
    • Collapsing the Modifier Stack
    • Working with sub-objects
    • 4. Modeling with Splines
    • Creating shapes
    • Creating lines
    • Converting a shape to an editable spline
    • Transforming editable spline sub-objects
    • Using different types of vertices
    • 5. Lofting
    • Lofting a vase
    • Setting loft parameters
    • Editing the path and shapes
    • Manipulating loft sub-objects
    • Adding a scale deformation
    • Adding a shell modifier
    • Smoothing polygon edges
    • 6. Modeling for Motion Graphics
    • Setting up the project and scene layout
    • Creating a backdrop profile line
    • Using Editable Spline Fillet
    • Extruding shapes
    • Creating text
    • Applying a bevel modifier
    • Choosing bevel parameters
    • Using Display All Triangle Edges
    • Adjusting spline interpolation
    • Deforming beveled objects
    • Exporting paths from Adobe Illustrator
    • Importing Illustrator paths to 3ds Max
    • 7. Polygon Modeling
    • Setting up the scene
    • Creating chamfer boxes
    • Smoothing edges
    • Using the Array tool
    • Grouping objects
    • Modeling lines
    • Using the Sweep Modifier
    • Soft-selecting sub-objects with Volume Select
    • Removing polygons with Delete Mesh
    • Clearing a sub-object selection with Mesh Select
    • Adding randomness with the Noise Modifier
    • 8. Subdivision Surface Modeling
    • Understanding subdivision surfaces
    • Creating a box and converting to editable poly format
    • Using the Symmetry Modifier
    • Working with TurboSmooth
    • Extruding polygons
    • Editing edge loops
    • Shaping the model
    • Baking subdivisions
    • Optimizing polygon Level of Detail
    • 9. Polygon Modeling with Graphite
    • Understanding the graphite tools within Editable Poly
    • Using the Graphite Ribbon interface
    • Using traditional editable poly tools within Graphite
    • Adjusting detail with Remove and Cut
    • Using SwitfLoop
    • Constraining sub-object transforms
    • Attaching polygon meshes to a single object
    • Bridging parts of a mesh
    • 10. NURBS Modeling
    • Understanding NURBS
    • Creating NURBS curves
    • Creating a U-loft surface
    • Editing curves and surfaces
    • Setting surface approximation
    • 11. Materials Basics
    • Using the Material Editor
    • Choosing a material type
    • Choosing a shader type
    • Adjusting specular parameters
    • Setting opacity
    • Understanding procedural Maps and bitmaps
    • Using bitmaps
    • Navigating shader trees
    • Tracking scene assets
    • Creating simple UVW mapping
    • Adding reflections with a Raytrace map
    • Creating an environment
    • Mapping a bump channel
    • 12. Camera Basics
    • Creating cameras
    • Understanding target and free cameras
    • Using Camera Pan, Truck, and Dolly
    • Adjusting the field of view
    • Understanding aspect ratio
    • Showing safe frames
    • Choosing render output size
    • 13. Lighting Basics
    • Understanding CG lighting
    • Understanding standard and photometric lights
    • Creating a target spotlight
    • Enabling viewport hardware shading
    • Previewing renderings with ActiveShade
    • Adjusting intensity and color
    • Controlling contrast and highlights
    • Setting spotlight hotspot and falloff radius
    • Choosing a shadow type
    • Optimizing shadow maps
    • Using area shadows
    • Creating omni lights
    • 14. Keyframe Animation
    • Understanding keyframes
    • Setting time configuration
    • Choosing set key filters
    • Using Set Key mode
    • Editing keyframes in the Timeline
    • Using Auto Key mode
    • Creating animation in passes
    • Animating modifier parameters
    • Working in the dope sheet
    • Editing function curves
    • Looping animation
    • 15. Hierarchies
    • Understanding hierarchies
    • Understanding reference coordinate systems
    • Editing pivot points
    • Linking objects
    • Using the Schematic view
    • Preventing problems with scale
    • Animating a hierarchy
    • Fine-tuning the animation
    • 16. Controllers and Constraints
    • Understanding controllers
    • Applying path constraints
    • Assigning a link constraint
    • Using the Motion panel
    • Animating constrained objects
    • 17. Special Effects
    • Understanding particle systems
    • Emitting particles from an object with PArray
    • Adjusting particle parameters
    • Binding particles to a gravitational force
    • Colliding particles with a POmniFlector
    • Creating a particle material
    • Mapping opacity with a gradient
    • Assigning a material ID G-Buffer channel
    • Creating a lens effect glow
    • 18. Scanline Rendering
    • Understanding image sequences
    • Setting render options
    • Compressing an image sequence to a movie
    • Conclusion
    • Goodbye
     


Course Fee:
USD 25

Course Type:

Self-Study

Course Status:

Active

Workload:

11 - 12 hours / week

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