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Using the exercise files

From: 3ds Max 2010 Essential Training

Video: Using the exercise files

Throughout this Essentials title, I will be working in 3ds Max 2010, using assets that I have created especially for the videos you'll be watching. If you are a premium member of the lynda.com Online Training Library, you have unlimited access to the exercise files used throughout this title. If you are, instead, a monthly or annual subscriber to lynda.com and don't have access to the exercise files, you'll still be able to follow along from scratch or by creating your own assets. As you explore the resource material provided in the Exercise Files folder, you'll find that different chapter folders will contain different types of material.

Using the exercise files

Throughout this Essentials title, I will be working in 3ds Max 2010, using assets that I have created especially for the videos you'll be watching. If you are a premium member of the lynda.com Online Training Library, you have unlimited access to the exercise files used throughout this title. If you are, instead, a monthly or annual subscriber to lynda.com and don't have access to the exercise files, you'll still be able to follow along from scratch or by creating your own assets. As you explore the resource material provided in the Exercise Files folder, you'll find that different chapter folders will contain different types of material.

Some folders will provide primarily only the beginning files to get you going. You see that, for example, in Chapter 8 on working at the Sub Object level. Other chapters will offer not just the Start from here scene files, but also the maps and images that are incorporated in that chapter's discussion. The Chapter 10 folder, Dealing with materials and mapping, would be a good example of that. You'll find still other chapters where both the beginning scene file and the completed project are provided so you can explore how things were put together.

In all cases, make sure to familiarize yourself with what's being provided for your use and you'll find that in every situation, the Chapter numbers and the exercise files will correspond to the chapter numbers found on the table of contents, which should make it easy for you to always find the assets that you looking for. My suggestion would be to copy the entire Exercise Files folder over to your computer's desktop. That will give you a quick and easy access without always having to track things down. You'll also want to make sure to build a map-path in Max over to that Exercise Files folder on the desktop.

You can easily do that by going to the Customize pull down menu and choosing Configure User Paths. From there, in the upper left-hand corner, you will want to click on External Files. To add the path or pointer over to the Exercise Files folder, on the right-hand side, you will click on Add. You'll now want to navigate over to the Exercise Files folder on your desktop. You will open that up and then, in the lower right-hand corner, click on Add Sub Paths.

After that, you simply click on Use Path. Doing that maked sure that Max can easily find the pictures or images that you used in building your scenes. Okay, that will get us going. Let's see what we can do.

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This video is part of

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3ds Max 2010 Essential Training

134 video lessons · 11531 viewers

Steve Nelle
Author

 
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  1. 5m 30s
    1. Welcome
      1m 0s
    2. How to use this title
      1m 59s
    3. Using the exercise files
      2m 31s
  2. 25m 1s
    1. Getting a handle on the production process
      4m 32s
    2. Understanding the importance of traditional art concepts and principles
      3m 13s
    3. Using reference material
      2m 46s
    4. Understanding 3D space
      3m 51s
    5. Improving your workflow
      4m 45s
    6. The built-in help system
      5m 54s
  3. 31m 25s
    1. Getting to know the interface
      5m 54s
    2. Getting around in the viewports
      10m 39s
    3. Controlling how 3ds Max measures
      3m 5s
    4. Customizing the interface
      7m 13s
    5. Useful right-click commands
      4m 34s
  4. 25m 45s
    1. Starting a new project
      5m 10s
    2. Opening, importing, and merging files
      5m 57s
    3. Saving and exporting files
      7m 6s
    4. Holding and fetching files
      4m 24s
    5. Summary info and object properties
      3m 8s
  5. 1h 24m
    1. Selection techniques
      8m 23s
    2. Naming objects
      3m 23s
    3. Reading the Transform Gizmo
      5m 0s
    4. Moving objects
      13m 33s
    5. Rotating objects
      6m 44s
    6. Scaling objects
      6m 13s
    7. Coordinating systems
      10m 8s
    8. Understanding pivot points
      6m 35s
    9. Hiding and freezing objects
      4m 57s
    10. Making copies
      13m 20s
    11. Grouping objects
      6m 41s
  6. 1h 22m
    1. Creating standard primitive objects
      19m 3s
    2. Creating extended primitive objects
      12m 39s
    3. Creating shapes
      12m 7s
    4. Creating lines
      9m 3s
    5. Creating architectural objects
      11m 0s
    6. Project: Creating a car axle and wheels
      18m 37s
  7. 1h 31m
    1. Extruding objects
      8m 33s
    2. Lathing objects
      9m 7s
    3. Lofting objects
      10m 54s
    4. The Boolean commands
      6m 45s
    5. Box modeling
      8m 43s
    6. Building a chandelier with box modeling
      7m 59s
    7. Paint deformation
      9m 39s
    8. Patch modeling
      10m 4s
    9. NURBS modeling
      13m 33s
    10. Surface normals
      6m 36s
  8. 31m 55s
    1. Building the stand
      6m 49s
    2. Building the motor housing
      3m 16s
    3. Building the fan blades
      6m 36s
    4. Building the fan blade cage
      4m 38s
    5. Adding the electrical cord
      5m 54s
    6. Adding the hardware
      4m 42s
  9. 49m 56s
    1. Understanding sub-object types
      3m 48s
    2. Selecting sub-objects
      7m 9s
    3. Converting or using a modifier
      4m 9s
    4. Transforming sub-objects
      7m 18s
    5. Using 2D sub-object modeling commands
      7m 4s
    6. Using 3D sub-object modeling commands
      12m 38s
    7. Ignoring backfacing
      4m 44s
    8. Making soft selections
      3m 6s
  10. 1h 10m
    1. Understanding the modifier stack
      3m 25s
    2. Working with the modifier stack
      4m 35s
    3. Understanding modifier order
      4m 4s
    4. Applying modifiers in the middle of the stack
      6m 26s
    5. Copying and pasting modifiers
      5m 20s
    6. Collapsing the stack
      8m 43s
    7. Using freeform deformation modifiers
      7m 18s
    8. Using the flex modifier
      5m 12s
    9. Using the lattice modifier
      5m 49s
    10. Modifying hair and fur
      7m 43s
    11. Using modifiers that reduce geometry
      6m 14s
    12. Applying modifiers at the sub-object level
      5m 56s
  11. 2h 29m
    1. Building materials
      3m 54s
    2. Understanding the material editor interface
      5m 15s
    3. Controlling the main body color
      5m 0s
    4. Adding and controlling shine
      4m 6s
    5. Controlling transparency
      3m 26s
    6. Using self-illumination
      3m 17s
    7. Applying materials
      7m 13s
    8. Retrieving a scene material
      3m 50s
    9. Designing a complex material
      7m 31s
    10. Creating rough surfaces with bump maps
      8m 19s
    11. Using reflection maps
      7m 24s
    12. Using opacity maps
      7m 51s
    13. Editing maps
      11m 53s
    14. Building a multi sub-object material
      10m 30s
    15. Taking advantage of material libraries
      8m 15s
    16. Mapping coordinates
      12m 32s
    17. Using sub-object mapping
      7m 53s
    18. Using the UVW unwrap modifier
      10m 58s
    19. Using Photoshop to edit maps
      8m 0s
    20. Applying materials to an oscillating fan
      11m 55s
  12. 1h 19m
    1. Comparing real-world and computer lights
      3m 20s
    2. Identifying the types of lights in 3ds Max
      6m 43s
    3. Applying omni lights
      6m 46s
    4. Using spot lights
      10m 12s
    5. Controlling shadows
      10m 12s
    6. Adjusting how far a light shines
      8m 41s
    7. Excluding objects from light
      4m 8s
    8. Using projector lights
      6m 6s
    9. Setting light volume
      4m 51s
    10. Setting global illumination
      5m 52s
    11. Lighting a scene
      12m 42s
  13. 57m 23s
    1. Comparing real-world and computer cameras
      1m 17s
    2. Identifying Max's camera types
      9m 51s
    3. Camera viewport navigation
      5m 59s
    4. Changing a camera's lens length
      3m 36s
    5. Controlling focus with depth of field
      4m 46s
    6. Applying motion blur
      8m 34s
    7. Using clipping planes
      3m 21s
    8. Activating a show safe frame
      5m 3s
    9. Putting a camera on a path
      11m 6s
    10. Locking a camera onto an object
      3m 50s
  14. 1h 46m
    1. Understanding the principles of animation
      5m 41s
    2. Understanding the animation process
      2m 29s
    3. Controlling animation
      5m 14s
    4. Animating with auto key
      8m 42s
    5. Animating with set key
      10m 58s
    6. Moving keyframes
      8m 26s
    7. Copying keyframes
      5m 21s
    8. Deleting keyframes
      5m 39s
    9. Using the Dope Sheet
      9m 15s
    10. Using the Curve Editor
      12m 29s
    11. Linking and unlinking objects
      10m 6s
    12. Animating an object along a path
      13m 44s
    13. Animating an oscillating fan
      8m 51s
  15. 43m 45s
    1. Rendering techniques
      8m 10s
    2. Using active shade
      5m 25s
    3. Creating previews
      4m 23s
    4. Using the RAM player
      5m 49s
    5. Saving a rendering
      5m 24s
    6. Loading background images
      7m 18s
    7. Using mental ray
      7m 16s
  16. 31s
    1. Goodbye
      31s

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