3ds Max 2018 Essential Training Год выпуска: 12/04/2017 Производитель: Lynda Сайт производителя: lynda.com/CAD-tutorials/3ds-Max-2018-Essential-Training/577359-2.html Автор: Aaron F. Ross Продолжительность: 10:10:00 Тип раздаваемого материала: Видеоурок Язык: Английский Описание: 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 sculpting 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 production pipeline. Discover how to model different objects using splines, NURBS, polygons, subdivision surfaces, and tools such as Paint Deform. Then, find out how to construct hierarchies, add cameras and lights to a scene, and animate with keyframes. Author Aaron F. Ross also takes an in-depth look at materials and texture mapping as well as the rendering options, including an introduction to Arnold, the new production renderer. 3ds Max наиболее известен своими инструментами моделирования и рендеринга. 3ds Max используется в архитектуре, производстве, разработке игр, промышленном дизайне и т.д. Есть десятки функций и приемов для мастеринга, от скульптуры и текстурирования до освещения и рендеринга. Этот курс охватывает 3ds Max с нуля, обеспечивая обзор всего пакета, а также необходимые навыки, которые помогут 3D-художникам создавать профессиональные модели и анимации. Узнайте, как приспособиться к интерфейсу 3ds Max и настроить его в соответствии с вашим производственным конвейером. Узнайте, как моделировать разные объекты с помощью сплайнов, NURBS, полигонов, поверхностей разделов и таких инструментов, как Paint Deform. Затем выясните, как создавать иерархии, добавлять камеры и источники света в сцену и анимировать ключевыми кадрами. Автор Aaron F. Ross также подробно рассматривает варианты рендеринга, в том числе введение в Arnold.
Содержание
00 - Introduction Welcome How to use the exercise files 01 - Getting Started Choosing a workspace Customize user Interface and defaults Setting preferences Using project folders 02 - 3ds Max Interface Getting familiar with the interface Using the Create and Modify panels Navigating in viewports Transforming objects with Move and Rotate Using hotkeys Specifying display units Specifying system units Defining the Home Grid Choosing shading modes Configuring viewports Customizing colors Customizing hotkeys 03 - Manipulating Objects Choosing a coordinate system Choosing a transform center Duplicating objects with Array Duplicating objects with Clone Using Isolate Selection and Lock Selection Working with the Scene Explorer Selecting with Window/Crossing Collecting objects in Groups 04 - Using the Modifier Stack Understanding level of detail Moving a pivot point Selecting sub-objects Building a modifier stack Understanding topology dependence Using a Volume Select modifier Clearing a selection in the stack Collapsing the modifier stack 05 - Spline Modeling Creating a line Editing vertex types Revolving a surface with a Lathe modifier Editing Splines Adjusting level of detail with Interpolation Understanding NURBS Importing Illustrator paths to 3ds Max Rendering splines Adding a Bevel modifier Creating a TextPlus primitive Lofting with the Sweep modifier 06 - Polygon Modeling Creating an image plane Tracing an image plane Creating solid geometry with Extrude modifier Adding edges with Cut Correcting topology with QuickSlice Preparing Boolean operands Cutting with Booleans Creating doors and windows 07 - Sub-Object Polygon Editing Constraining sub-object transforms Detailing with Chamfer Branching with Extrude Simplifying geometry with Remove Welding vertices 08 - Subdivision Surface Modeling Understanding subdivision surfaces Preparing for subdivision surfaces Adding the OpenSubDiv modifier Shaping with Editable Poly Ribbon tools Baking subdivisions 09 - Freeform Modeling Sculpting with Paint Deform Using Paint Deform brushes Setting paint options Controlling brush options Conforming one object to another Sculpting with Conform Transform 10 - Hierarchies Understanding hierarchies Rotating in Gimbal coordinate space Setting rotation Axis Order Linking objects Locking transforms Avoiding problems with scaling linked objects 11 - Layout and Modeling Merging scenes Referencing scenes with Xref Objects Managing display layers Creating a target camera Creating a free camera Enabling safe frames Choosing aspect ratio in Render Setup 12 - Keyframe Animation Setting up Time Configuration Creating keyframes in Auto Key mode Creating keyframes in Set Key mode Editing animation in the Timeline Editing animation in the Dope Sheet Interpolating keys in the function Curve Editor Moving position keys with Motion Paths 13 - Lighting Creating photometric lights Controlling viewport quality Adjusting light Intensity and color Adjusting exposure control Using the ART renderer Adjusting light shape Adjusting light distribution Creating a sun and sky Previewing renders with ActiveShade Using the Light Explorer 14 - Materials Using the Compact Material Editor Using the Slate Material Editor Managing scene materials and sample slots Adjusting standard material parameters Adjusting physical material parameters Assigning multi/sub-object materials 15 - Mapping Textures Placing 3D procedural maps Mapping bitmap image files Tracking scene assets Projecting UVs with UVW Map Using Real-World Map Size Painting on objects with Viewport Canvas 16 - Rendering Choosing a renderer Choosing render output file options Rendering a preview animation Playing image sequences in the RAM Player Setting Arnold render options Rendering an image sequence 17 - Conclusion Next steps Exercise Files
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