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3ds Max 2009 Essential Training
Illustration by John Hersey

3ds Max 2009 Essential Training

with Steve Nelle

Video: Welcome

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.
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  1. 3m 52s
    1. Welcome
      2m 38s
    2. Using the example files
      1m 14s
  2. 17m 8s
    1. Understanding the production process
      3m 54s
    2. The importance of traditional art concepts and principles
      2m 5s
    3. Using reference materials
      1m 46s
    4. Understanding 3D space
      3m 48s
    5. Improving your workflow
      3m 48s
    6. Getting help
      1m 47s
  3. 23m 33s
    1. Understanding the interface
      4m 40s
    2. Working in the viewports
      6m 4s
    3. Changing the measurement system
      1m 52s
    4. Using snaps
      2m 20s
    5. Using grids
      2m 21s
    6. Customizing the interface
      3m 39s
    7. Right-click features
      2m 37s
  4. 22m 13s
    1. Starting a new project
      3m 38s
    2. Importing and opening files
      4m 46s
    3. Saving and exporting files
      6m 33s
    4. Holding and Fetching
      4m 0s
    5. Summary info and object properties
      3m 16s
  5. 1h 18m
    1. Selection techniques
      9m 50s
    2. Naming objects
      2m 37s
    3. Reading the Transform Gizmo
      4m 44s
    4. Moving objects
      10m 17s
    5. Rotating objects
      2m 43s
    6. Scaling objects
      5m 12s
    7. Understanding coordinate systems
      10m 23s
    8. Introducing pivot points
      4m 11s
    9. Working in Pivot mode
      3m 39s
    10. Hiding and freezing objects
      5m 32s
    11. Cloning objects
      13m 20s
    12. Grouping objects
      5m 37s
  6. 1h 27m
    1. Creating standard primitive objects
      13m 48s
    2. Creating extended primitive objects
      10m 56s
    3. Creating shapes
      19m 35s
    4. Creating compound objects
      8m 31s
    5. Creating architectural objects pt. 1: Walls
      3m 0s
    6. Creating architectural objects pt. 2: Doors and Windows
      5m 2s
    7. Creating architectural objects pt. 3: Railings
      3m 18s
    8. Creating architectural objects pt. 4: Stairs
      2m 58s
    9. Creating architectural objects pt. 5: Foliage
      3m 14s
    10. Project: Creating a video camera
      16m 44s
  7. 1h 27m
    1. Extruding objects
      5m 28s
    2. Lathing objects
      6m 11s
    3. Changing the lathe axis
      6m 56s
    4. Lofting objects
      7m 10s
    5. Common lofting errors
      3m 36s
    6. Loft deformations
      3m 43s
    7. The Boolean command
      4m 27s
    8. The Pro Boolean command
      4m 47s
    9. Box modeling
      10m 25s
    10. Building a plane with box modeling
      8m 38s
    11. Paint deformations
      4m 40s
    12. Patch modeling
      6m 58s
    13. NURBS modeling
      4m 8s
    14. The NURBS Fillet command
      2m 51s
    15. Surface normals
      7m 34s
  8. 48m 11s
    1. Building a floor and walls
      8m 35s
    2. Building a table with legs
      7m 45s
    3. Building a lamp with a shade
      10m 59s
    4. Building a door
      4m 15s
    5. Building a doorknob
      3m 6s
    6. Building curtains
      7m 40s
    7. Adding plants
      5m 51s
  9. 1h 0m
    1. Sub-object types
      3m 50s
    2. Sub-object selection
      6m 26s
    3. Converting vs. using a modifier
      4m 10s
    4. Sub-object transformations
      9m 16s
    5. 2D sub-object modeling commands
      6m 55s
    6. 3D sub-object modeling commands
      12m 39s
    7. Ignore Backfacing
      4m 10s
    8. Soft Selection
      3m 28s
    9. Project: Building a low polygon flying saucer
      9m 40s
  10. 1h 17m
    1. What is the modifier stack?
      3m 50s
    2. Important things to know
      5m 34s
    3. Copying and pasting modifiers
      4m 2s
    4. Understanding the importance of modifier order
      3m 8s
    5. Applying modifiers in the middle of the stack
      6m 49s
    6. Collapsing the stack...how and why
      8m 44s
    7. Using the Displace Modifier
      3m 53s
    8. The Flex modifier
      2m 45s
    9. The Morpher modifier
      6m 43s
    10. The Noise modifier
      7m 5s
    11. The Slice modifier
      3m 18s
    12. The Symmetry modifier
      3m 41s
    13. Using the Symmetry modifier for character modeling
      2m 41s
    14. The TurboSmooth modifier
      3m 42s
    15. The Hair and Fur modifier
      5m 30s
    16. Applying modifiers at the sub-object level
      6m 31s
  11. 26s
    1. Goodbye
      26s

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3ds Max 2009 Essential Training
8h 26m Beginner Jun 27, 2008

Viewers: in countries Watching now:

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.

Topics include:
  • Customizing the 3ds Max interface to improve workflow
  • Importing, opening, saving, and exporting files
  • Mastering selection techniques and transformation commands
  • Understanding coordinate systems and pivot points
  • Modeling with Extrude, Lathe, Loft, Boolean, Patch, NURBS, and other functions
  • Creating shapes, compound objects, and architectural objects
  • Using the 2D and 3D sub-object modeling commands
  • Constructing a room and building a video camera
  • Working with the Displace, Morpher, TurboSmooth, and Hair and Fur modifiers
Subject:
3D + Animation
Software:
3ds Max
Author:
Steve Nelle

Welcome

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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