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- [Instructor] If you have access to the exercise files that I created for this course, then go ahead and download those, extract them, and place them in a convenient location on your hard drive. I've just placed them here on my desktop. If you don't have access to exercise files, you can still learn by using your own assets, and building things as you go. And even if you don't have a copy of 3ds Max in front of you, you can still learn just by observation. Let's take a look at what's inside the exercise files.
This is a 3ds Max project folder with very specifically named sub folders for the various different types of assets or files. And most importantly are the scenes inside the scenes folder. And these are 3ds Max dot M-A-X scene files that can only be read by 3ds Max. And there's usually one scene file per movie in the course. You'll see that sometimes there's something that's labeled finished example.
If you see one labeled finished example, that's just what it means. It's an example that I created to show you what the tutorial should look like when it's done. If there isn't a finished example, then the next movie in the sequence is the end state. So in other words, the end state for 0308 layer is the begin state for 0309 desk. Okay, so that's how the sequencing works here, and additionally, there's another folder inside scenes, and these are x refs, or external references, and these are here to save disk space.
These scenes are loaded into other scenes at the top level here. The x refs are referenced, or linked into these other scenes so that we don't have massive duplication of data. I've only stored those scenes once inside x refs. Additionally, other dependent files are found in scene assets. Open that up. Inside scene assets images are a few bitmaps that are applied to materials.
There's also a single vector art file of a logo. They're similar vector art files. Over here there's one, there's an Illustrator document, because later I'm going to illustrate how to import from Illustrator. So there's an actual Illustrator document here. And in the import folder, there's also a version of an Illustrator document that's been saved out to an older file format, an Illustrator version eight format. And then lastly, inside render output, there's an example of an image sequence.
And we'll be taking a look at that later in the course. Those are the exercise files that I've provided with this course.
AuthorAaron F. Ross
Learn how to get around the 3ds Max interface and customize it to suit your preferences. Discover how to model different objects using splines, polygons, subdivision surfaces, and freeform sculpting. Then, learn to construct hierarchies, add cameras and lights, and animate with keyframes. Author Aaron F. Ross also takes an in-depth look at materials and texture mapping, as well as options for rendering engines such as Arnold and ART.
- Customizing the interface
- Selecting, duplicating, and editing objects
- Modeling with splines
- Parametric modeling with the Modifier Stack
- Polygon and subdivision surface modeling
- Freeform sculpting
- Framing shots with cameras
- Lighting with photometrics and daylight
- Building materials
- Mapping textures
- Linking objects in hierarchies
- Creating and editing keyframes
- Rendering an image sequence
Skill Level Intermediate
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
3ds Max 2017: Advanced Materialswith Aaron F. Ross2h 34m Intermediate
3ds Max 2018 Essential Trainingwith Aaron F. Ross10h 10m Beginner
2. 3ds Max Interface
3. Scene Layout
4. Spline Modeling
5. Parametric Modeling with Modifiers
6. Polygon Modeling
7. Subdivision Surface Modeling
8. Freeform Modeling
9. Camera Techniques
12. Mapping Textures
14. Keyframe Animation
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