From the course: 3ds Max: Tips, Tricks and Techniques
Exercise files - 3ds Max Tutorial
From the course: 3ds Max: Tips, Tricks and Techniques
Exercise files
- [Instructor] If you have access to the exercise files that I've provided with this weekly series, then go ahead and download those, extract them, and put them in a convenient location. I've got them here on my Desktop. If you don't have access to the exercise files, you can still complete the demos in this weekly series using your own assets. If you're on a mobile device, or 3ds Max is not installed on your workstation, or you simply just don't have it in front of you at the time, you can still learn simply by watching the videos. Let's talk about what's in the exercise files here. This is a standard 3ds Max project folder and depending upon which quarter of the weekly series you've downloaded, you may see different things inside the exercise files. For this one that I've got, the very first one, I've got not just the 3ds Max project folders, but I've also hot-rodded it a little bit with a couple of extra folders. There's an After Effects folder with a couple of After Effects projects. There's also a Photoshop folder with a Photoshop document in there. Additionally, this time, I've got, in the Downloads, some files that were provided by Autodesk, and these are the max creation graph 2018 sample files. So, those are the sort of extras, but with any version of the exercise files, you'll always see there's going to be something in the Scenes folder, and those are, of course, the 3ds Max scene files that hold the geometry and animation. Some of those scene files may refer to other scene files that are external references. And those xrefs will be in a subfolder inside of Scenes. And I use xrefs in order to save disc space. Because a master scene file may have multiple versions of it and we don't want to duplicate the geometry data in each one. So, once again, to save disc space, I'm using external references. For each movie, there's usually a single .max scene file. The version that does not have the word Finished on it is, of course, the beginning state for that movie. And, naturally, the one that's labeled Finished is the end state for that movie. Additionally, inside Scene Assets, you'll find, for example, Images, which are the bitmap images that are required for loading the scene files. And there may be sounds, in this case, we've got a couple of sound files. Additionally, I like to include the algorithmic substance files, which are procedural textures. These are included with the 3ds Max installation, but I have placed them here just to future proof all of my projects in case the installation files change in the future. Finally, in Render Output, you'll see some finished examples. The Render Output folder itself is empty, so that you can store things in there. But I've also included some finished examples of what the image should look like when it's completed. So, for example, I've got some mp4 movies in here and I've also got a couple of PNG images, such as this one here. Cool, so that's what you can expect in the exercise files. Let's talk about setting the 3ds Max project folder. If you don't have the exercise files, you want to create a folder to hold your assets. I'll do that by just right clicking on the desktop here and I'll choose New, Folder. I'll call it 3ds Max TTT. And that's an empty folder and it's important that you create an empty folder before you create a 3ds Max project. So, I'll jump over into 3ds Max. To create a new project, go to the File menu and choose Set Project Folder. It's defaulted to point to the current user's Documents, 3ds Max. I'll go to the Desktop here and I can choose 3ds Max TTT. Since that's an empty folder, when I click OK, 3ds Max creates all the subfolders and also sets 3ds Max to point at that project. Let's check in on that. I'll minimize 3ds Max. If we open up 3ds Max TTT, it's now an empty project folder. Okay, cool, so I'll go back to 3ds Max. If you do have the exercise files, then you'll want to point to the folder that you have extracted and use the same command to point to or set a project. Go to the File menu and choose Set Project Folder and select the Exercise Files. Be careful not to select one of the subfolders, because if you do, 3ds Max will create a new project folder inside that subfolder. So, just be careful that you're selecting the root of the exercise files or project. Click OK and now 3ds Max is pointed at that project folder. If you go to the File menu and choose Open, you should be taken directly to the current project's scenes folder and, once again, here are all the scene files for the course. And that's how to use the exercise files for 3ds Max Tips, Tricks, and Techniques weekly series.
Practice while you learn with exercise files
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Ex_Files_3DSMax_Q1_2018.zip -
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Ex_Files_3DSMax_Q1_2019.zip -
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Ex_Files_3DSMax_Q2_2018.zip -
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Ex_Files_3DSMax_Q2_2019.zip -
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Ex_Files_3DSMax_Q3_2017.zip -
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Ex_Files_3DSMax_Q3_2018.zip -
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Ex_Files_3DSMax_Q4_2017.zip -
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Ex_Files_3DSMax_Q4_2018.zip -
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Ex_Files_3DSMax_Q3_2019.zip -
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Ex_Files_3DSMax_Q4_2019.zip -
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Ex_Files_3DSMax_Q1_2020.zip -
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Ex_Files_3DSMax_Q2_2020.zip -
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Ex_Files_3DSMax_Q3_2020.zip -
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Ex_Files_3DSMax_Q4_2020.zip
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Contents
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Modeling a floor plan from a 2D drafting document13m 36s
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Modeling terrain with Displace space warp11m 18s
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Projecting UVs with the Camera Map world-space modifier7m 46s
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Capturing shadows with Arnold Shadow Matte map10m 43s
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Rendering compositing passes with Arnold AOVs9m 6s
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Mechanical rigging with IK and the LookAt controller9m 16s
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Modulating animation with Multiply and Ease Curves13m 9s
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Working with audio and the AudioFloat controller12m 8s
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Automating with Expression controllers10m 13s
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Real-time animation with the Motion Capture utility10m 17s
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Stylized rendering with Scanline Ink 'n Paint8m 16s
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Getting started with the Max Creation Graph13m 25s
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Modifying a Max Creation Graph tool12m 27s
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Sculpting a terrain with Texture Object Mask9m 33s
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Building a road with Conform space warp11m 12s
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Shading a landscape with Arnold Curvature14m 59s
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Creating custom attributes with the Parameter Editor9m 1s
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Driving animation curves with the Reaction controller6m 56s
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Rigging a camera-facing matte painting10m 41s
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Aligning a camera to a background with Perspective Match10m 32s
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Projecting a photo to proxy geometry with Camera Map11m 49s
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Automation with wire parameters and manipulators8m 18s
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Converting scenes for different renderers10m 52s
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Rendering light groups with Arnold AOVs10m 11s
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Graphing scene conditions with State Sets Compositor9m 34s
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Introduction to 3ds Max Fluids10m 18s
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Modeling with the Motion Field Space Warp9m 55s
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Non-destructive model adjustment with Linked Xform9m 23s
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Animating sub-objects with Linked Xform10m 11s
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Customize and cycle Path Constraint animation5m 54s
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Generate complex motion with Waveform Controllers10m 56s
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Illuminate a scene with an Arnold Mesh Light5m 49s
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Shading with Maya maps in 3ds Max4m 32s
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Varying shader properties by object with Arnold Color Jitter5m 26s
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Render a mesh object with Arnold Standard Volume9m 47s
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Render a Point Cloud object8m 21s
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Setting track value boundaries with a limit controller4m 5s
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Drawing curves with Freehand Spline8m 41s
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Correcting intersections with Spline Overlap4m 38s
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Reducing curve detail with Optimize Spline6m 42s
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Resampling curves with Normalize Spline8m 44s
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Soft-selecting curves with Spline Influence7m 42s
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Blending curves with Spline Morph12m 15s
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Combining splines with shape Booleans10m 51s
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Approximating global illumination in Arnold13m 10s
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Rendering proxies with Arnold procedurals10m 25s
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Introduction to the Open Shading Language map11m 16s
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Basic syntax of Open Shading Language8m 24s
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Declaring OSL input and output parameters12m 53s
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Generating a fractal noise pattern in OSL9m 25s
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Iterating a for loop in OSL10m 16s
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Using the if… else conditional statement in OSL10m 9s
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Managing OSL file assets and paths10m 8s
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Accelerate Arnold rendering with adaptive sampling5m 59s
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Texturing with the Advanced Wood procedural map11m 2s
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Art directing the Advanced Wood texture map5m 16s
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Setting a fluid initial state9m 19s
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In-camera compositing with Camera Map modifier7m 8s
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Creating animation layers14m 33s
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Collaborate online with shared views6m 14s
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Rendering iridescence with Arnold Thin Film8m 17s
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Loading and saving fluid presets7m 36s
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Introduction to 3ds Max Interactive9m 15s
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Building a motion graphics rig with Data Channel10m 18s
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Creating custom project folder structures8m 28s
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Open Shading Language code editor tips and tricks8m 21s
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Spawning particles from a 3D map11m 18s
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Rendering a starfield10m 21s
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Faking GI with an Arnold ambient occlusion filter9m 4s
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Modeling with the animation Snapshot tool6m 30s
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Rendering particles with Arnold Standard Volume11m 23s
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Render Arnold volume with physical values6m 38s
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Volume indirect global illumination in Arnold7m 56s
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Removing polygon detail with Freeform Optimize6m 26s
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Transform and retime a cache with Fluid Loader7m 25s
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Rendering motion blur in Arnold10m 46s
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Drawing splines on an editable poly2m 48s
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Sketching freeform topology over a polygon mesh6m 17s
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Animating effects with Data Channel Decay6m 54s
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Animating controllers in the Material Editor7m 17s
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Painting a vertex color mask with VertexPaint9m 25s
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Drawing polygon freeform strips5m 17s
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Extruding polygon freeform branches2m 41s
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Interactive ActiveShade in a viewport4m 35s
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Fluid data channels5m 50s
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Displaying fluid data channels9m 56s
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Assigning UVW coordinates in an OSL network8m 52s
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Using named coordinate spaces in Open Shading Language (OSL)11m 27s
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Shadow group exclusion with Arnold properties5m 59s
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Erasing materials with MAXScript or UVW Remove3m 3s
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Understanding Fluid Churn and Vorticity channels6m 13s
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Rendering Fluid channels with Arnold User Data5m 56s
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Keyframe quantization and sub-frame editing with Snap Keys8m 37s
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Importing a CAD solid model as a Body Object8m 38s
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Solid model subtraction and intersection with Body Cutter4m 58s
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Solid model union with Join Bodies6m 54s
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Denoising an Arnold rendering7m 50s
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Interactive Update in the animation Curve Editor2m 54s
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Curve Editor view menu: Tips and tricks5m 33s
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Editing animation curves with the Region Keys tool4m 56s
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Combining data channels of Fluids7m 13s
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Shading per object with OSL Random by Index7m 15s
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Layering materials of Fluids6m 51s
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Render particles as Arnold primitives3m 37s
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Render PFlow particles with Arnold Shape4m 34s
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Remapping colors with Arnold Ramp RGB7m 36s
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Rendering contours with Arnold Toon7m 31s
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Mapping Arnold Toon base color8m 55s
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Controlling preview quality6m 2s
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Adding information overlays to a preview with MAXScript7m 49s
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Modeling with the updated Chamfer modifier9m 7s
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Applying a chamfer using edge weight and depth5m 4s
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Baking a map to a mesh with Assign Vertex Color9m 59s
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Generating cavity and occlusion maps with Render Surface Map6m 48s
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Baking multiple vertex color channels with VertexPaint9m 4s
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Compositing vertex color in a shading network7m 29s
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Optimizing geometry with the MultiRes modifier8m 33s
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Improving viewport performance with the Substitute modifier2m 57s
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Constructing a lighting assembly5m 24s
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Wiring parameters in a lighting assembly8m 24s
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Measuring with tape helper, the Measure Distance tool, and the Measure utility6m 39s
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Display panel tips and tricks5m 12s
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Quickly adjusting transforms and pivot point with the Transform Toolbox8m 39s
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Stacking objects with Select and Place5m 13s
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Managing objects and sub-objects with selection sets8m 17s
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Referencing scenes with containers8m 51s
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Changing inherited container content with Edit in Place8m 13s
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Locking and unlocking container parameters9m 14s
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Editing unlocked container parameters7m 16s
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Projecting splines onto surfaces with ShapeMerge6m 31s
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Analyzing and correcting mesh geometry with xView7m 29s
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Keyframing sub-objects with the Master Point controller9m 38s
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Managing scene materials with Material Explorer8m 36s
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Defining a temporary transform center with working pivot8m 23s
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Customizing keyboard shortcuts with Hotkey editor6m 56s
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Stylized rendering with OSL Halftone Dots map4m 44s
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Incorporating scene lighting in a shading network5m 20s
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Incorporating render resolution in a shading network7m 32s
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Situating geometry within an OSL HDRI environment6m 9s
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Studio lighting with HDRI lights map8m 9s
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White balance and exposure with an Arnold camera filtermap5m 11s
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Rasterizing maps with bake to texture9m 45s
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Advanced baking with bake to texture8m 26s
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Baking to physically based renderer (PBR) materials for export7m 35s
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Production rendering with Quicksilver hardware12m 11s
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Varying textures with OSL Randomized Bitmaps11m 29s
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Deforming a particle system with the Mesher compound object4m 49s
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Set up Arnold render passes with AOV Manager8m 19s
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Animating multiple tracks with Parameter Collector6m 45s
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Improving edge smoothing with Weighted Normals modifier7m 35s
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Rendering a cutaway with the Arnold Clip Geo material4m 14s
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Advanced procedural noise with Uber Noise map13m 14s
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Rendering polygon edges with OSL Wireframe map7m 32s
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Art directing the OSL Wireframe map5m 55s
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Introduction to MassFX Rigid Body dynamics7m 30s
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Setting up a MassFX Rigid Body simulation5m 14s
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Controlling a MassFX Rigid Body simulation7m 40s
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Fine-tuning a MassFX Rigid Body simulation7m 42s
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Automating secondary animation with the Flex modifier7m 2s
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Keyframing modeling commands with the Edit Poly Animate mode4m 44s
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Generating UVs with OSL projection maps5m 33s
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Retiming all keyframes in a scene with the world track6m 53s
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Snapping surfaces dynamically with MCG Ray Constraint6m 1s
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Complex sub-object selections with the Selection ribbon7m 30s
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Adding polygon edges with Paint Connect4m 33s
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Manipulating sub-objects without changing mapping with Preserve UVs3m 41s
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Hiding geometry based on distance with Viewport Clipping2m 53s
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Navigating a scene with walkthrough mode3m 55s
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Parametric soft transforms with Affect Region4m 1s
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