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Digital Tutors - Introduction to 3ds Max 2015

Duration 12h 35m Project Files Included MP4

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.

  1. Introduction and project overview

  2. Interface overview

  3. Viewport navigation

  4. Creating a 3ds Max project folder

  5. Selecting and viewing objects

  6. Creating and manipulating geometry

  7. Accessing sub-object modes

  8. Grouping and parenting

  9. 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

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