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3ds Max 2013 Essential Training

Course Summary

  Covers 3DS Max from the ground up, providing a thorough overview of this advanced 3D graphics and modeling package.     


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    Course Syllabus

     
    • Introduction
    • Welcome
    • Using the exercise files
    • 1. Getting Started
    • Setting user interface defaults
    • Setting preferences
    • Using project folders
    • 2. The 3ds Max Interface
    • Getting familiar with the interface
    • Using the Create and Modify panels
    • Navigating in the viewports
    • Using hotkeys
    • Transforming objects
    • Using axis constraints
    • Choosing shading modes
    • Configuring the viewports
    • 3. Modeling Basics
    • Surveying different modeling methods
    • Setting units
    • Setting home grid dimensions
    • Understanding level of detail
    • Working with the modifier stack
    • Understanding dependencies
    • Collapsing the modifier stack
    • Working with sub-objects
    • 4. Modeling with Splines
    • Creating shapes
    • Creating lines
    • Working with Editable Spline
    • Using different vertex types
    • 5. Lofting
    • Lofting a vase
    • Setting loft parameters
    • Editing a path
    • Manipulating loft sub-objects
    • Adding a scale deformation
    • Adding a Shell modifier
    • Finishing the model
    • 6. Modeling with Primitives
    • Setting up the scene
    • Creating chamfer boxes
    • Cloning objects
    • Using the Array tool
    • Measuring with the tape helper
    • Grouping objects
    • 7. Using the Modifier Stack
    • Laying out the scene
    • Modeling rectangle primitives
    • Working with Editable Spline
    • Applying a Sweep modifier
    • Soft-selecting with Volume Select
    • Removing polygons with Delete Mesh
    • Clearing a sub-object selection with Mesh Select
    • Adding randomness with the Noise modifier
    • Instancing modifiers on multiple objects
    • 8. Polygon Modeling
    • Making an editable poly and understanding Graphite
    • Using the Graphite ribbon interface
    • Selecting sub-objects
    • Choosing selection region methods
    • Using the caddy to extrude
    • Controlling detail with Remove and Cut
    • Inserting edge loops with SwiftLoop
    • Constraining sub-object transforms
    • Attaching polygon meshes to a single object
    • Bridging parts of a mesh
    • Smoothing and hardening edges
    • 9. Subdivision Surface Modeling
    • Understanding subdivision surfaces
    • Creating a box and converting it to an editable poly
    • Using the Symmetry modifier
    • Working with TurboSmooth
    • Extruding polygons
    • Rounding out square corners
    • Choosing a transform center
    • Editing edge loops
    • Shaping the model
    • Baking subdivisions
    • 10. NURBS Modeling
    • Understanding NURBS
    • Creating NURBS curves
    • Creating arcs and lines
    • Converting Bézier splines to a NURBS object
    • Cloning sub-objects
    • Creating an offset curve
    • Creating a U loft surface
    • Editing a dependent surface using curves
    • Creating an extrude surface
    • Setting Surface Approximation
    • 11. Modeling for Motion Graphics
    • Setting up the scene
    • Creating text
    • Applying a Bevel modifier
    • Choosing bevel parameters
    • Controlling the level of detail
    • Deforming beveled objects
    • Exporting paths from Adobe Illustrator
    • Importing Illustrator paths
    • 12. Materials Basics
    • Opening the Material Editor
    • Navigating the Compact Material Editor
    • Working with the Sample Slots and Scene Materials
    • Choosing material and shader types
    • Adjusting specular parameters
    • Previewing renders with ActiveShade
    • Adjusting opacity and refraction
    • 13. Mapping Textures
    • Applying procedural maps
    • Navigating shader trees
    • Managing source image files
    • Tracking scene assets
    • Projecting UVW mapping
    • Using the Real-World Map Size option
    • Adding reflections with Raytrace map
    • Creating a self-illuminated environment
    • Mapping a bump channel
    • Instancing material sample slots
    • 14. Camera Basics
    • Working with Display layers
    • Creating a free camera
    • Moving a camera with Truck, Dolly, and Pan
    • Using a target camera
    • Adjusting Field of View
    • Choosing an aspect ratio
    • 15. Lighting Basics
    • Understanding CG lighting
    • Controlling an object's shadow properties
    • Creating a target spotlight
    • Adjusting intensity and color
    • Controlling contrast and highlights
    • Setting a spotlight's hotspot and falloff radius
    • Choosing a shadow type
    • Optimizing shadow maps
    • Optimizing area shadows
    • Creating omni lights
    • Excluding objects from lights
    • Using the Light Lister
    • 16. Keyframe Animation
    • Understanding keyframes
    • Setting up the time configuration
    • Choosing Set Key filters
    • Creating keyframes in Set Key mode
    • Editing keyframes in the timeline
    • Creating keyframes in Auto Key mode
    • Building up animation in passes
    • Editing keyframes in the Dope Sheet
    • Editing function curves in the Curve Editor
    • Cycling and extrapolating function curves
    • 17. Hierarchies
    • Understanding hierarchies
    • Understanding coordinate systems
    • Controlling rotations
    • Moving and rotating pivot points
    • Locking transforms
    • Linking objects
    • Using Schematic View
    • Solving problems with scale
    • 18. Controllers and Constraints
    • Understanding controllers
    • Constraining animation to a path
    • Assigning a Link constraint
    • Adding link targets in the Motion panel
    • Animating constrained objects
    • 19. Rendering
    • Understanding image sequences
    • Choosing Render Setup options
    • Specifying file output
    • Playing Image Sequences in the RAM Player
    • Conclusion
    • Goodbye


Course Fee:
USD 25

Course Type:

Self-Study

Course Status:

Active

Workload:

8 - 9 hours / week

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