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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. Example files accompany the course.
Special Note: Further 3ds Max 2009 features, such as materials, lighting, cameras, animation, and rendering, will be covered in 3ds Max 2009 Beyond the Basics, coming soon.
Hi, my name is Steve Nelle and welcome to the 3ds Max 2009 Essentials Training. I hope you are ready to have some fun because you and I are about to go on a whirlwind tour of one of the most widely used 3D animation programs on the planet today. I am of course referring to 3ds Max. If you are brand new to Max, you're in for a real treat. You're going to be absolutely blown away by what it and you can do. Now maybe instead, you and Max have already been around the block a few times and you are simply looking to pick up a few new tips and techniques. Well, don't worry, we have got some pretty cool stuff for you too. 3ds Max currently has a user base of over 300,000 people and each of them has already come to the same conclusion, as you'll soon have, and that's that this little 3D powerhouse is capable of creating pretty much anything from a blockbuster video game or a feature film to an architectural walkthrough or accident recreation.
Make no mistake about it. 3ds Max can do it all. Now, when lynda.com and I sat down to plot out our plan of attack, we had a certain person in mind. We wanted to focus on someone who was thirsty for a rock-solid introduction into the world of 3D, someone who was snooping around for important tips and tricks that could be used to improve their workflow, someone who wanted to learn practical real world techniques that they could easily apply to their own projects. Now, is that you, is that the kind of stuff you need? Well, if it is, I think you are going to find this to be a very helpful title.
You see, what I want to do is teach you what you need to know to take your 3D work to the next level. Now, we are going to begin our discussion by learning the lay of the land, getting familiar with Max's interface, what you see on the screen in other words. We'll then dig into how it all works, what you need to know and what buttons you will need to push to get this 3D flame thrower turning out the kind of stuff that most can only dream of being able to create. Please be aware of that in one or two of the earlier videos. I might demonstrate an important feature in Max without fully explaining the technique or procedure. Don't worry. I promise that any unfamiliar techniques will be explained in detail when we start talking about specific topics.
What you might like to do is watch those early videos with an eye toward simply getting an overview of things to come. Then, tune into the individual topics to learn more about the specifics in detail. Once you're familiar with that, it might make sense to then maybe go back one more time and watch the software overview demonstration just to make sure everything clicks. A little later on, in the Max 2009 Beyond the Basics title, we'll have a chance to play around with some of the more advanced elements of the software, stuff like creating special effects and character animation and compositing. Yeah, we've got all kinds of cool stuff to look forward to and our journey begins now.
So, it's great to have you. It's going to be just you and me for the next several hours. We are going to get this hot rod warmed up, we are going to stamp that pedal to the metal and we are going to let it rip. What do you say? Let's get going.
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