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Digital-Tutors : Introduction to 3ds Max 2011

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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

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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发布日期: 2010-12-22