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    Digital Tutors - Introduction to 3ds Max 2011

    Posted By: house23
    Digital Tutors - Introduction to 3ds Max 2011

    Digital Tutors - Introduction to 3ds Max 2011
    Flv | VP6F 1126Kbps | English | 782x646 | 29fps | Mp3 96Kbps | 3.34 GB
    Genre: Video Training

    In this course we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2011. In this course 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.

    Lesson Outline (89 lessons)

    1. Introduction and Project Overview
    2. Overview of the User Interface
    3. Navigating the viewports
    4. Using the Command Panel
    5. Creating your first object
    6. Transforming objects
    7. Viewing Geometry
    8. Working with the modifier stack
    9. Saving Files and File Types
    10. Working with projects
    11. Modeling Overview
    12. Building the basic shape of the engine shell
    13. Finishing the engine shell
    14. Detailing the engine shell using existing geometry
    15. Using splines and modifiers to add sharp panels
    16. Adding the fan blades using an Array
    17. Building the back of the engine with NURBS
    18. Modeling a series of pipes
    19. Building the engine nozzle
    20. Building the power coupling with splines
    21. Building the side fine and cable connector
    22. Adding bolts using Object Paint
    23. Building the back of the pod
    24. Building the base of the pod
    25. Modeling the main cockpit
    26. Adding the back of the cockpit
    27. Using splines to build detail around the cockpit
    28. Modeling the lower racer structure
    29. Adding final detail to the racer
    30. Modeling the front fins with splines
    31. Adding cables to the racer
    32. Materials and Texturing Overview
    33. Using the Material Editors
    34. Applying materials
    35. Adding Gradient Ramps
    36. Applying multiple materials to objects
    37. Adding preset materials
    38. Working with procedural texture maps
    39. Working with UVs
    40. Working with bitmap textures
    41. Adding bump maps
    42. Modulating specular color
    43. Combining textures with the Composite Map
    44. Using the Viewport Canvas
    45. Adding a glow to the model
    46. Rigging and Animation Overview
    47. Building controls for the pod racer
    48. Finishing the pod racer's controls
    49. Organizing the scene with the Layer Manager
    50. Working with the Schematic View
    51. Modifying an object's pivot
    52. Creating custom parameters
    53. Wiring parameters
    54. Writing your first expression
    55. Using an expression to automate an engine idle
    56. Rigging the engine cables with bones
    57. An overview of 3ds Max's Bone Tools and the Spline IK Solver
    58. Finishing the cable rig
    59. Correcting the deformations of the cables
    60. Randomizing the engine idles with the Noise Float controller
    61. Make the rig more animator-friendly
    62. Locking controllers and Finishing the pod racer rig
    63. The basics of setting keyframes in Max
    64. Understanding the Curve Editor
    65. Cycling animations in Max
    66. Animating objects along a path
    67. Animating with Autokey
    68. Editing keys on the Track Bar
    69. Previewing animations in real-time
    70. Dynamics Overview
    71. Adding initial particle dynamics to our pod racer
    72. Adding forces to 3ds Max particles
    73. Setting up initial shading for smoke particles
    74. Finalizing the shading network for our smoke particles
    75. Duplicating particle emitters in 3ds Max
    76. Starting to create an animated lightning bolt in 3ds Max
    77. Creating control objects for the animated lightning bolt
    78. Finalizing the movement and the materials for the lightning bolt
    79. Lighting and Rendering Overview
    80. Overview of the various 3ds Max light types
    81. Exploring the parameters of 3ds Max lights
    82. Switching the 3ds Max rendering engine
    83. Working with Shadow Maps in 3ds Max
    84. Using Raytrace shadows in 3ds Max
    85. Matching 3ds Max camera to a live-action background
    86. Rendering photographic environments in 3ds Max
    87. Matching lights to a photographic environment
    88. Using the 3ds Max Skylight to create secondary lighting
    89. Rendering an animated sequence from 3ds Max



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