3ds Max 2011 is a powerful, integrated 3D modeling, animation, rendering, and compositing tool. It's widely used in diverse industries such as architecture, industrial design, motion pictures, gaming, and virtual reality. If you're interested in learning how to use this powerful application, here are some 3ds Max 2011 video tutorials for beginners from 3ds Max 2011 Essential Training from Lynda.com. Topics covered in this course include creating motion graphics, shading objects with materials and maps, setting up camera and scene layout, lighting basic scenes, animating particle systems, and more.
3ds Max 2011 Essential Training by
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3ds Max 2011 Essential Training - Welcome
Understanding dependencies - 3ds Max 2011 video tutorials for beginners
Applying a bevel modifier - 3ds Max 2011 video tutorials for beginners
Soft-selecting sub-objects with Volume Select - 3ds Max 2011 video tutorials for beginners
Shaping the model - 3ds Max 2011 video tutorials for beginners
Using SwitfLoop - 3ds Max 2011 video tutorials for beginners
Creating a U-loft surface - 3ds Max 2011 video tutorials for beginners
Using bitmaps - 3ds Max 2011 video tutorials for beginners
Using Camera Pan, Truck, and Dolly - 3ds Max 2011 video tutorials for beginners
Setting spotlight hotspot and falloff radius - 3ds Max 2011 video tutorials for beginners
Using Set Key mode - 3ds Max 2011 video tutorials for beginners
Linking objects - 3ds Max 2011 video tutorials for beginners
Assigning a link constraint - 3ds Max 2011 video tutorials for beginners
Adjusting particle parameters - 3ds Max 2011 video tutorials for beginners
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Course Information
Training Provider: Lynda.com Title: 3ds Max 2011 Essential Training Author: Aaron F. Ross Duration: 10hrs 4mins Date of release: 26 May 2010
Chapter 1. Getting Started Using the Custom UI and Defaults Switcher Setting local file paths to relative Using project folders
Chapter 2. The 3ds Max Interface Getting familiar with the interface Touring the command panels Creating primitives Navigating the viewports Using hotkeys Choosing shading modes Configuring the viewports Transforming objects Using the toolbars Using the Modify panel
Chapter 3. Modeling Basics Surveying different modeling methods Setting units Setting home grid dimensions Understanding the Level of Detail utility Working with the Modifier Stack Understanding dependencies Collapsing the Modifier Stack Working with sub-objects
Chapter 4. Modeling with Splines Creating shapes Creating lines Converting a shape to an editable spline Transforming editable spline sub-objects Using different types of vertices
Chapter 5. Lofting Lofting a vase Setting loft parameters Editing the path and shapes Manipulating loft sub-objects Adding a scale deformation Adding a shell modifier Smoothing polygon edges
Chapter 6. Modeling for Motion Graphics Setting up the project and scene layout Creating a backdrop profile line Using Editable Spline Fillet Extruding shapes Creating text Applying a bevel modifier Choosing bevel parameters Using Display All Triangle Edges Adjusting spline interpolation Deforming beveled objects Exporting paths from Adobe Illustrator Importing Illustrator paths to 3ds Max
Chapter 7. Polygon Modeling Setting up the scene Creating chamfer boxes Smoothing edges Using the Array tool Grouping objects Modeling lines Using the Sweep Modifier Soft-selecting sub-objects with Volume Select Removing polygons with Delete Mesh Clearing a sub-object selection with Mesh Select Adding randomness with the Noise Modifier
Chapter 8. Subdivision Surface Modeling Understanding subdivision surfaces Creating a box and converting to editable poly format Using the Symmetry Modifier Working with TurboSmooth Extruding polygons Editing edge loops Shaping the model Baking subdivisions Optimizing polygon Level of Detail
Chapter 9. Polygon Modeling with Graphite Understanding the graphite tools within Editable Poly Using the Graphite Ribbon interface Using traditional editable poly tools within Graphite Adjusting detail with Remove and Cut Using SwitfLoop Constraining sub-object transforms Attaching polygon meshes to a single object Bridging parts of a mesh
Chapter 10. NURBS Modeling Understanding NURBS Creating NURBS curves Creating a U-loft surface Editing curves and surfaces Setting surface approximation
Chapter 11. Materials Basics Using the Material Editor Choosing a material type Choosing a shader type Adjusting specular parameters Setting opacity Understanding procedural Maps and bitmaps Using bitmaps Navigating shader trees Tracking scene assets Creating simple UVW mapping Adding reflections with a Raytrace map Creating an environment Mapping a bump channel
Chapter 12. Camera Basics Creating cameras Understanding target and free cameras Using Camera Pan, Truck, and Dolly Adjusting the field of view Understanding aspect ratio Showing safe frames Choosing render output size
Chapter 13. Lighting Basics Understanding CG lighting Understanding standard and photometric lights Creating a target spotlight Enabling viewport hardware shading Previewing renderings with ActiveShade Adjusting intensity and color Controlling contrast and highlights Setting spotlight hotspot and falloff radius Choosing a shadow type Optimizing shadow maps Using area shadows Creating omni lights
Chapter 14. Keyframe Animation Understanding keyframes Setting time configuration Choosing set key filters Using Set Key mode Editing keyframes in the Timeline Using Auto Key mode Creating animation in passes Animating modifier parameters Working in the dope sheet Editing function curves Looping animation
Chapter 15. Hierarchies Understanding hierarchies Understanding reference coordinate systems Editing pivot points Linking objects Using the Schematic view Preventing problems with scale Animating a hierarchy Fine-tuning the animation
Chapter 16. Controllers and Constraints Understanding controllers Applying path constraints Assigning a link constraint Using the Motion panel Animating constrained objects
Chapter 17. Special Effects Understanding particle systems Emitting particles from an object with PArray Adjusting particle parameters Binding particles to a gravitational force Colliding particles with a POmniFlector Creating a particle material Mapping opacity with a gradient Assigning a material ID G-Buffer channel Creating a lens effect glow
Chapter 18. Scanline Rendering Understanding image sequences Setting render options Compressing an image sequence to a movie
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