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3ds Max Workflow 1: User Interface & Basic Workflow with Chris Thomas

Level: Fundamentals

Dauer: 4 Stunden, 43 Minuten

Sprache: Englisch

48,00 € (incl. 19% MwSt.)

Bezahlung / Payment: PayPal, Überweisung / Wire transfer

This DVD introduces the 3dsmax user interface and its unique workflow. In the first half of this DVD you will be taken through all of the user interface elements of 3dsmax, and this exploration continues in the second section where Chris creates a simple scene that demonstrates many core features of 3dsmax.

This DVD is aimed at a basic level 3d user, someone with knowledge of how to operate software in general and with a basic understanding of 3d software concepts. It is designed to give the user an introduction to 3dsmax and not to 3d concepts in general. It is also of particular use to those moving over to 3dsmax from another 3d graphic platform.

Inhalt:

The User Interface
Chapter 01: The Viewports
An introduction to 3dsmax’s basic Viewport layout, how to navigate around it and how to customize it to your preference.
Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.
Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.
Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.
Chapter 05: The Menus
A brief introduction to the menu system options.
Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the timeline and so on.
 
Basic Workflow Tutorial
Chapter 09: Modelling
An introduction to basic poly-modelling workflow

Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.

Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.

Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.
Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.