As the most widely used 3D animation software in the world, 3ds Max is capable of creating stunning visual effects for a broad range of purposes. It can be used to create effects for everything from video games and feature films to architectural walkthroughs and mechanical designs. In 3ds Max 2009 Essential Training, instructor Steve Nelle provides a thorough introduction to the principles of 3D modeling, while also sharing practical techniques that experienced users can apply to their own workflows. Steve establishes the principles and best practices of the 3D production process, introduces the 3ds Max interface, and explores modeling in depth. He also demonstrates how to create and transform primitive objects, use specific modeling techniques, work at the sub-object level, and apply a variety of modifiers.
Table of contents
Introduction
Welcome 2:38 2.8 MB
Using the example files 1:14 1.4 MB
1. Getting Started
Understanding the production process 3:54 4.4 MB
The importance of traditional art concepts and principles 2:05 2 MB
Using reference materials 1:46 2.1 MB
Understanding 3D space 3:48 5.5 MB
Improving your workflow 3:48 5.3 MB
Getting help 1:47 3.2 MB
2. Interface Essentials
Understanding the interface 4:40 6.1 MB
Working in the viewports 6:04 9.7 MB
Changing the measurement system 1:52 2.4 MB
Using snaps 2:20 4.6 MB
Using grids 2:21 3.6 MB
Customizing the interface 3:39 5.6 MB
Right-click features 2:37 4.4 MB
3. Working with Files
Starting a new project 3:38 6.1 MB
Importing and opening files 4:46 6.8 MB
Saving and exporting files 6:33 9.7 MB
Holding and Fetching 4:00 4.9 MB
Summary info and object properties 3:16 4.6 MB
4. Working with Objects
Selection techniques 9:50 14.5 MB
Naming objects 2:37 3.4 MB
Reading the Transform Gizmo 4:44 5.6 MB
Moving objects 10:17 16.3 MB
Rotating objects 2:43 5 MB
Scaling objects 5:12 9.6 MB
Understanding coordinate systems 10:23 17.4 MB
Introducing pivot points 4:11 8.1 MB
Working in Pivot mode 3:39 5.6 MB
Hiding and freezing objects 5:32 6.7 MB
Cloning objects 13:15 20.2 MB
Grouping objects 5:37 8.6 MB
5. Creating Off-the-Shelf Geometry
Creating standard primitive objects 13:48 27.2 MB
Creating extended primitive objects 10:56 21.6 MB
Creating shapes 19:35 29.6 MB
Creating compound objects 8:31 15.6 MB
Creating architectural objects pt. 1: Walls 3:00 4.7 MB
Creating architectural objects pt. 2: Doors and Windows 5:02 8.4 MB
Creating architectural objects pt. 3: Railings 3:18 5.7 MB
Creating architectural objects pt. 4: Stairs 2:58 6.3 MB
Creating architectural objects pt. 5: Foliage 3:14 6.6 MB
Project: Creating a video camera 16:44 23 MB
6. Specific Modeling Techniques
Extruding objects 5:28 9 MB
Lathing objects 6:11 11 MB
Changing the lathe axis 6:56 13.2 MB
Lofting objects 7:10 10.7 MB
Common lofting errors 3:36 5.2 MB
Loft deformations 3:43 6.4 MB
The Boolean command 4:27 6.6 MB
The Pro Boolean command 4:47 8.5 MB
Box modeling 10:25 19 MB
Building a plane with box modeling 8:38 18.8 MB
Paint deformations 4:40 7.9 MB
Patch modeling 6:58 11.7 MB
NURBS modeling 4:08 6.9 MB
The NURBS Fillet command 2:51 4.9 MB
Surface normals 7:34 9.9 MB
7. Project: Constructing a Room Using Multiple Modeling Techniques
Building a floor and walls 8:35 11.6 MB
Building a table with legs 7:45 12.2 MB
Building a lamp with a shade 10:59 21.4 MB
Building a door 4:15 7.1 MB
Building a doorknob 3:06 7 MB
Building curtains 7:40 12.3 MB
Adding plants 5:51 11.2 MB
8. Working at the Sub-Object Level
Sub-object types 3:50 3.3 MB
Sub-object selection 6:26 9 MB
Converting vs. using a modifier 4:10 6.2 MB
Sub-object transformations 9:16 16.9 MB
2D sub-object modeling commands 6:55 8.9 MB
3D sub-object modeling commands 12:39 18.2 MB
Ignore Backfacing 4:10 6.5 MB
Soft Selection 3:28 6 MB
Project: Building a low polygon flying saucer 9:40 23.4 MB
9. Working with Modifiers
What is the modifier stack? 3:50 6 MB
Important things to know 5:34 7 MB
Copying and pasting modifiers 4:02 5.3 MB
Understanding the importance of modifier order 3:08 5.1 MB
Applying modifiers in the middle of the stack 6:49 11.1 MB
Collapsing the stack...how and why 8:44 15.9 MB
Using the Displace Modifier 3:53 8.7 MB
The Flex modifier 2:45 5.3 MB
The Morpher modifier 6:43 9 MB
The Noise modifier 7:05 32.9 MB
The Slice modifier 3:18 5 MB
The Symmetry modifier 3:41 6.3 MB
Using the Symmetry modifier for character modeling 2:41 4.3 MB
The TurboSmooth modifier 3:42 6.6 MB
The Hair and Fur modifier 5:30 10 MB
Applying modifiers at the sub-object level 6:31 12.3 MB
Conclusion
Goodbye 0:26 0.5 MB
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