3ds Max 2010 Essential Training
by Steve Nelle
$ 49.95
  • 15.36 hrs
  •  EN
  • 134 lessons

In 3ds Max 2010 Essential Training, instructor Steve Nelle provides a thorough introduction to the techniques needed to take an animated project from start to finish. Steve provides new users with everything they need to know to get up and running, while offering experienced users plenty of tips and tricks they can apply to improve their productivity and workflow. He walks through the program's newly designed interface, details how to create both simple and complex objects, and shows how to bring things to life through a variety of keyframing techniques. Exercise files accompany the course.Thanks to PhotoSpin.com for use of their photos in this course.
Course 3ds Max 2010 Essential Training
Author Steve Nelle
SKU
ISBN
Release Date 2009-11-20
Duration 15.36 hrs / 134 tutorials
Work files Yes
Price $ 49.95
Retail price $ 99.95
Language
Tags 3ds Max
 
1. Getting Started
Getting a handle on the production process 04:32
Understanding the importance of traditional art concepts and principles 03:13
Using reference material 02:46
Understanding 3D space 03:51
Improving your workflow 04:45
The built-in help system 05:54
2. Interface Essentials
Getting to know the interface 05:54
Getting around in the viewports 10:39
Controlling how 3ds Max measures 03:05
Customizing the interface 07:13
Useful right-click commands 04:34
3. Working with Files
Starting a new project 05:10
Opening, importing, and merging files 05:57
Saving and exporting files 07:06
Holding and fetching files 04:24
Summary info and object properties 03:08
4. Working with Objects
Selection techniques 08:23
Naming objects 03:23
Reading the Transform Gizmo 05:00
Moving objects 13:33
Rotating objects 06:44
Scaling objects 06:13
Coordinating systems 10:08
Understanding pivot points 06:35
Hiding and freezing objects 04:57
Making copies 13:20
Grouping objects 06:41
5. Creating Off-the-Shelf Geometry
Creating standard primitive objects 19:03
Creating extended primitive objects 12:39
Creating shapes 12:07
Creating lines 09:03
Creating architectural objects 11:00
Project: Creating a car axle and wheels 18:37
6. Specific Modeling Techniques
Extruding objects 08:33
Lathing objects 09:07
Lofting objects 10:54
The Boolean commands 06:45
Box modeling 08:43
Building a chandelier with box modeling 07:59
Paint deformation 09:39
Patch modeling 10:04
NURBS modeling 13:33
Surface normals 06:36
7. Project: Constructing an Oscillating Fan
Building the stand 06:49
Building the motor housing 03:16
Building the fan blades 06:36
Building the fan blade cage 04:38
Adding the electrical cord 05:54
Adding the hardware 04:42
8. Working at the Sub-Object Level
Understanding sub-object types 03:48
Selecting sub-objects 07:09
Converting or using a modifier 04:09
Transforming sub-objects 07:18
Using 2D sub-object modeling commands 07:04
Using 3D sub-object modeling commands 12:38
Ignoring backfacing 04:44
Making soft selections 03:06
9. Working with Modifiers
Understanding the modifier stack 03:25
Working with the modifier stack 04:35
Understanding modifier order 04:04
Applying modifiers in the middle of the stack 06:26
Copying and pasting modifiers 05:20
Collapsing the stack 08:43
Using freeform deformation modifiers 07:18
Using the flex modifier 05:12
Using the lattice modifier 05:49
Modifying hair and fur 07:43
Using modifiers that reduce geometry 06:14
Applying modifiers at the sub-object level 05:56
10. Materials and Mapping
Building materials 03:54
Understanding the material editor interface 05:15
Controlling the main body color 05:00
Adding and controlling shine 04:06
Controlling transparency 03:26
Using self-illumination 03:17
Applying materials 07:13
Retrieving a scene material 03:50
Designing a complex material 07:31
Creating rough surfaces with bump maps 08:19
Using reflection maps 07:24
Using opacity maps 07:51
Editing maps 11:53
Building a multi sub-object material 10:30
Taking advantage of material libraries 08:15
Mapping coordinates 12:32
Using sub-object mapping 07:53
Using the UVW unwrap modifier 10:58
Using Photoshop to edit maps 08:00
Applying materials to an oscillating fan 11:55
11. Lighting
Comparing real-world and computer lights 03:20
Identifying the types of lights in 3ds Max 06:43
Applying omni lights 06:46
Using spot lights 10:12
Controlling shadows 10:12
Adjusting how far a light shines 08:41
Excluding objects from light 04:08
Using projector lights 06:06
Setting light volume 04:51
Setting global illumination 05:52
Lighting a scene 12:42
12. Cameras
Comparing real-world and computer cameras 01:17
Identifying Max's camera types 09:51
Camera viewport navigation 05:59
Changing a camera's lens length 03:36
Controlling focus with depth of field 04:46
Applying motion blur 08:34
Using clipping planes 03:21
Activating a show safe frame 05:03
Putting a camera on a path 11:06
Locking a camera onto an object 03:50
13. Animation
Understanding the principles of animation 05:41
Understanding the animation process 02:29
Controlling animation 05:14
Animating with auto key 08:42
Animating with set key 10:58
Moving keyframes 08:26
Copying keyframes 05:21
Deleting keyframes 05:39
Using the Dope Sheet 09:15
Using the Curve Editor 12:29
Linking and unlinking objects 10:06
Animating an object along a path 13:44
Animating an oscillating fan 08:51
14. Rendering
Rendering techniques 08:10
Using active shade 05:25
Creating previews 04:23
Using the RAM player 05:49
Saving a rendering 05:24
Loading background images 07:18
Using mental ray 07:16
Conclusion
Goodbye 00:31

 
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