Digital-Tutors : Introduction to 3ds Max 2011
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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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