Content
- Introduction
- Welcome
- An Overview On 3ds Max
- Configuring 3ds Max For This Title
- About The Working Files
- Getting Started
- The Production Process
- Traditional Art Concepts And Principles
- Using Reference Material
- Understanding 3D Space
- Improve Your Production Workflow
- The Help System
- Interface Essentials
- The Interface
- Navigating The Viewports
- Setting Up How Things Are Measured
- Working With Files
- Starting From Scratch – The New And Reset Commands
- Opening, Importing And Merging Files
- Saving And Exporting Files
- Using Hold And Fetch
- The Summary Info And Object Properties
- Working With Objects
- Selection Techniques
- Naming Objects
- Transformation Gizmo
- Moving Objects
- Rotating Objects
- Scaling Objects
- Coordinate Systems
- Introduction to Pivot Points
- Hiding and Freezing Object
- Cloning
- Grouping Objects
- Creating Off The Shelf Geometry
- Creating Standard 3D Primitives
- Creating Extended Primitive Objects
- Important Considerations When Drawing Lines
- Creating 2D Shapes
- Nesting Creating 2D Shapes
- Creating Architectural Objects
- Using Grids When Modeling
- Creating A Pencil Using Primitives
- Specific Modeling Techniques
- Extruding Objects
- Lathing Objects
- Lofting Objects
- Boolean and ProBoolean Commands
- Box Modeling Techniques
- Project: Create Telescope
- Paint Deformation
- Surface Normals
- Working at the Sub Object Level
- Sub Object Types
- Sub Object Selection
- Adding A Modifier Vs. Converting Down To Edit
- Moving, Rotating, And Scaling At The Sub Object Level
- 2D Sub Object Modeling Commands
- 3D Sub Object Modeling Commands
- Ignore Back facing
- Using Soft Selection
- Working With Modifiers
- Using The Modifier Stack
- Things To Know About The Stack
- Importance Of Modifier Order
- Applying Modifiers In The Middle Of The Stack
- How To Collapse The Modifier Stack
- Copying And Pasting Modifiers
- Freeform Deformation Modifiers
- Flex Modifier
- Hair And Fur Modifier
- The Noise Modifier
- Modifiers That Add And Reduce Geometry
- Adding Modifiers At The Sub Object Level
- Materials And Mapping
- Building Materials – It Is More Than Just A Color!
- Slate Vs. Compact Material Editor
- The Material Editor Interface
- Controlling Main Body Color
- Adding And Controlling Shine
- Adjusting Transparency
- Using Self Illumination
- Applying Materials
- Retrieving A Material From A Scene
- Designing A Complex Material
- Bump Maps
- Opacity Maps
- Reflection Maps
- Editing A Materials Maps
- Building A Multi/Sub Object Material
- Mapping Coordinates – Part 1
- Mapping Coordinates – Part 2
- Sub Object Mapping
- Using Photoshop To Edit Maps
- Adding Materials To The Bowling Alley
- Lighting
- Comparing Real-World And CG Lights
- Light Types In 3ds Max
- Omni Lights
- Spot Lights
- Shadow Maps
- Using Raytrace And Area Shadows
- Adjusting How Far A Light Shines
- Excluding Scene Objects From Light And Shadows
- Using A Projector Map In A Light
- Adding Volume Light
- The Light Lister
- Alley Lighting
- Cameras
- Comparing Real-World And CG Cameras
- Camera Types In 3ds Max
- Camera Viewport Navigation Controls
- Changing A Cameras Lens Length
- Using Depth Of Field To Control Focus
- Applying Motion Blur
- Adjusting A Cameras Clipping Planes
- Using A Cameras Safe Frame Feature
- Putting A Camera On A Path
- Having A Camera Travel Thru A Tunnel
- Locking A Camera Onto An Object
- Animation
- Principles Of Animation
- Understanding The CG Animation Process
- 3ds Max Animation Controls
- Using Auto Key To Animate
- Using Set Key To Animate
- Moving Keyframes
- Copying Keyframes
- Deleting Keyframes
- Using The Dope Sheet
- Using The Curve Editor
- Linking And Unlinking Objects
- Animating An Object Following A Path
- Using The Path Deform Modifier For Path Animation
- Alley Animation
- Rendering
- Rendering Techniques
- Using Active Shade To Get Quick Render Updates
- Creating Previews Of An Animated Sequence
- Using The RAM Player
- Saving A Rendered Image Or Animation
- Loading Background Images For A Render
- Using Mental Ray And iRay
- Special F/X
- Introduction To Particle Systems
- Adjusting Particle System Parameters
- Using The Wind Space Warp
- Having Gravity Affect A Particle System
- Deflecting Particles Using A Space Warp
- Creating Steam Using Particles