Digital-Tutors : Introduction to 3ds Max 2011
English | VP6F 782x646 | MP3 96 kbps | 3.34 GB
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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.
1. Introduction and Project Overview 3. Navigating the viewports 5. Creating your first object 7. Viewing Geometry 9. Saving Files and File Types 11. Modeling Overview 13. Finishing the engine shell 15. Using splines and modifiers to add sharp panels 17. Building the back of the engine with NURBS 19. Building the engine nozzle 21. Building the side fine and cable connector 23. Building the back of the pod 25. Modeling the main cockpit 27. Using splines to build detail around the cockpit 29. Adding final detail to the racer 31. Adding cables to the racer 33. Using the Material Editors 35. Adding Gradient Ramps 37. Adding preset materials 39. Working with UVs 41. Adding bump maps 43. Combining textures with the Composite Map 45. Adding a glow to the model 47. Building controls for the pod racer 49. Organizing the scene with the Layer Manager 51. Modifying an object's pivot 53. Wiring parameters 55. Using an expression to automate an engine idle 57. An overview of 3ds Max's Bone Tools and the Spline IK Solver 59. Correcting the deformations of the cables 61. Make the rig more animator-friendly 63. The basics of setting keyframes in Max 65. Cycling animations in Max 67. Animating with Autokey 69. Previewing animations in real-time 71. Adding initial particle dynamics to our pod racer 73. Setting up initial shading for smoke particles 75. Duplicating particle emitters in 3ds Max 77. Creating control objects for the animated lightning bolt 79. Lighting and Rendering Overview 81. Exploring the parameters of 3ds Max lights 83. Working with Shadow Maps in 3ds Max 85. Matching 3ds Max camera to a live-action background 87. Matching lights to a photographic environment 89. Rendering an animated sequence from 3ds Max |
2. Overview of the User Interface 4. Using the Command Panel 6. Transforming objects 8. Working with the modifier stack 10. Working with projects 12. Building the basic shape of the engine shell 14. Detailing the engine shell using existing geometry 16. Adding the fan blades using an Array 18. Modeling a series of pipes 20. Building the power coupling with splines 22. Adding bolts using Object Paint 24. Building the base of the pod 26. Adding the back of the cockpit 28. Modeling the lower racer structure 30. Modeling the front fins with splines 32. Materials and Texturing Overview 34. Applying materials 36. Applying multiple materials to objects 38. Working with procedural texture maps 40. Working with bitmap textures 42. Modulating specular color 44. Using the Viewport Canvas 46. Rigging and Animation Overview 48. Finishing the pod racer's controls 50. Working with the Schematic View 52. Creating custom parameters 54. Writing your first expression 56. Rigging the engine cables with bones 58. Finishing the cable rig 60. Randomizing the engine idles with the Noise Float controller 62. Locking controllers and Finishing the pod racer rig 64. Understanding the Curve Editor 66. Animating objects along a path 68. Editing keys on the Track Bar 70. Dynamics Overview 72. Adding forces to 3ds Max particles 74. Finalizing the shading network for our smoke particles 76. Starting to create an animated lightning bolt in 3ds Max 78. Finalizing the movement and the materials for the lightning bolt 80. Overview of the various 3ds Max light types 82. Switching the 3ds Max rendering engine 84. Using Raytrace shadows in 3ds Max 86. Rendering photographic environments in 3ds Max 88. Using the 3ds Max Skylight to create secondary lighting |
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