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3ds Max 2024 Essential Training

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3ds Max is best known for its modeling and rendering tools. These strengths come into play in architecture, manufacturing, game development, industrial design, and motion graphics. There are dozens of features and techniques to master, from modeling and texturing to lighting and rendering. This course covers 3ds Max from the ground up, providing an overview of the entire package as well as essential skills that 3D artists need to create professional models and animations.

Learn how to get around the 3ds Max interface and customize it to suit your preferences. Discover how to model different objects using splines, polygons, and subdivision surfaces. Then, learn to construct hierarchies, add cameras and lights, and animate with keyframes. Instructor Aaron F. Ross also takes an in-depth look at materials and texture mapping, as well as options for rendering engines such as Arnold and Quicksilver.


01 - Introduction
  • 01 - Introducing 3ds Max 2023
  • 02 - Using the exercise files

  • 02 - 1. Getting Started
  • 01 - Choosing a workspace
  • 02 - Setting preferences
  • 03 - Using project folders

  • 03 - 2. 3ds Max Interface
  • 01 - Getting familiar with the interface
  • 02 - Customizing a workspace
  • 03 - Customizing background and grid colors
  • 04 - Creating primitives with keyboard entry
  • 05 - Creating primitives interactively with the mouse
  • 06 - Position objects with Select and Move
  • 07 - Rotate and scale objects
  • 08 - Navigating in viewports
  • 09 - Orbit and viewport Undo
  • 10 - Accelerate workflow with hotkey shortcuts
  • 11 - Customizing hotkeys
  • 12 - Choosing viewport shading modes
  • 13 - Advanced viewport settings
  • 14 - Configuring viewport layouts

  • 04 - 3. Scene Layout
  • 01 - Specifying display units
  • 02 - Specifying system units
  • 03 - Defining the Home grid
  • 04 - Saving a maxstart.max template scene
  • 05 - Merging scenes
  • 06 - Duplicating objects in a pattern with Array
  • 07 - Duplicating objects with Clone
  • 08 - Introducing Snap
  • 09 - Precision transforms with Grid Snap
  • 10 - Managing objects with Scene Explorer outline view
  • 11 - Collecting objects in Groups
  • 12 - Managing display layers in the Layer Explorer
  • 13 - Controlling object and layer Display Properties
  • 14 - Understanding Xref external references
  • 15 - Creating an Xref record
  • 16 - Moving objects in Reference Coordinate Systems
  • 17 - Rotating objects in Reference Coordinate Systems
  • 18 - Manipulating objects around a Transform Center
  • 19 - Using Isolate Selection and Lock Selection
  • 20 - Selecting in Window and Crossing modes

  • 05 - 4. Spline Modeling
  • 01 - Creating shapes
  • 02 - Editing bezier splines
  • 03 - Setting shape detail with Interpolation
  • 04 - Modeling with the Extrude modifier
  • 05 - Extruding along a path with the Sweep modifier
  • 06 - Importing Illustrator paths to 3ds Max
  • 07 - Adding a Bevel modifier
  • 08 - Controlling level of detail of a Bevel modifier
  • 09 - Modeling typography with TextPlus
  • 10 - Manipulating and fine-tuning TextPlus

  • 06 - 5. Parametric Modeling
  • 01 - Deforming an object with a modifier
  • 02 - Layering deformers in the modifier stack
  • 03 - Defining polygon level of detail
  • 04 - Passing a selection up the stack
  • 05 - Understanding topology dependence
  • 06 - Versioning and collapsing the stack

  • 07 - 6. Polygon Modeling
  • 01 - Preparing Boolean operands
  • 02 - Combine volumes with Boolean compound object
  • 03 - Adding edges with Quickslice
  • 04 - Adding edges with Cut
  • 05 - Hardening polygon edges with the Smooth modifier
  • 06 - Using the Modeling Ribbon
  • 07 - Simplifying geometry with Remove
  • 08 - Branching with Editable Poly Extrude
  • 09 - Detailing a mesh
  • 10 - Rounding corners with Chamfer

  • 08 - 7. Subdivision Surface Modeling
  • 01 - Understanding subdivision surfaces
  • 02 - Best practices for modeling subdivision surfaces
  • 03 - Box modeling for subdivision surfaces
  • 04 - Modeling with the Symmetry modifier
  • 05 - Modeling curvature with Soft Selection
  • 06 - Refining geometry with SwiftLoop
  • 07 - Constraining sub-object transforms
  • 08 - Correcting a seam with Align to Grid
  • 09 - Sharpening corners with Edge Crease
  • 10 - Baking subdivisions

  • 09 - 8. Camera Techniques
  • 01 - Creating a Physical Camera and Target
  • 02 - First-person camera navigation in viewports
  • 03 - Enabling Safe Frames
  • 04 - Setting resolution and aspect ratio in Render Setup
  • 05 - Creating a free camera
  • 06 - Rotating in Gimbal coordinate space
  • 07 - Setting rotation Axis Order to emulate a tripod

  • 10 - 9. Lighting
  • 01 - Interactive production rendering
  • 02 - Creating photometric lights
  • 03 - Adjusting light intensity and color
  • 04 - Setting exposure control
  • 05 - Adjusting light shape
  • 06 - Controlling spotlight parameters
  • 07 - Using the Light Explorer
  • 08 - Illuminating with an environment color
  • 09 - Illuminating with an HDRI environment
  • 10 - Separating environment from background
  • 11 - Creating a sun and sky
  • 12 - Art directing a sun and sky

  • 11 - 10. Materials
  • 01 - Using the Slate Material Editor
  • 02 - Assigning materials to objects
  • 03 - Managing scene materials
  • 04 - Managing sample slots
  • 05 - Saving a material library
  • 06 - Physical material color and roughness
  • 07 - Physical material reflection parameters
  • 08 - Controlling viewport material shading
  • 09 - Controlling material sample size
  • 10 - Creating a 3D procedural map
  • 11 - Art directing 3D map parameters
  • 12 - Mapping bitmap image files
  • 13 - Projecting UVs with UVW Map
  • 14 - Using real-world map size
  • 15 - Restoring links with Asset Tracking

  • 12 - 11. Animation
  • 01 - Understanding hierarchies
  • 02 - Moving pivot points
  • 03 - Rotating pivot points
  • 04 - Prioritizing rotation axes
  • 05 - Linking objects
  • 06 - Locking transforms
  • 07 - Correcting and avoiding scale issues
  • 08 - Choosing frame rate and playback speed
  • 09 - Choosing the active time segment
  • 10 - Creating keyframes in Auto Key mode
  • 11 - Creating keyframes in Set Key mode
  • 12 - Editing keyframes in the Track Bar timeline
  • 13 - Editing keyframes in the Dope Sheet
  • 14 - Editing keyframes in the Curve Editor
  • 15 - Editing interpolation in the Curve Editor
  • 16 - Manipulating tangents in the Curve Editor
  • 17 - Editing a trajectory with a Motion Path

  • 13 - 12. Rendering
  • 01 - Choosing a renderer
  • 02 - Preparing to render with Quicksilver
  • 03 - Choosing Quicksilver render options
  • 04 - Rendering an image sequence
  • 05 - Playing an image sequence with the RAM Player

  • 14 - Conclusion
  • 01 - Next steps
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