- [Voiceover] If you have access to the exercise files for this course, then you can download them and put them wherever is convenient on your hard drive. I've dropped them on to the desktop here. Let's take a look at what we've got. This is a 3ds Max project folder structure, and there are all these very specifically named subfolders. The only ones that are really significant are scenes, sceneassets, renderoutput, and import. Scenes stores all of the scenes for the course.
This is where all the models and animation can be found, and there's usually one scene file per movie. Some of the movies don't have scene files at all because you're starting from a blank scene. Notice also there's a subfolder in here called xrefs, and that is a series of scene files that are referenced into another scene file. I did this in order to save disk space. I didn't want you to have to download many gigabytes of data, and so some of these files are used in these other files.
We'll talk about how xrefs work later in the course. Also in sceneassets, especially sceneassets, images, we've got a bunch of texture files for the course. These are images that are applied onto services in the scene. Then we have renderoutput, and these are rendered images that I've created. Some of these are pretty sophisticated here using the Autodesk ART, or Autodesk Raytracer.
We'll talk about the render process and why you would choose a certain renderer over another. There's also rendered image sequence, or animation in there, just at draft-quality. Then finally in the import folder there's just a single Adobe Illustrator file of a simple logo. Those are the exercise files for the course. We'll look at how to create a 3ds Max project folder structure in the following chapter. Also if you're viewing this course on a mobile device, a set-top device, or your membership doesn't provide access to the exercise files, that's okay, you can still follow along by watching how I use the files.
All right, let's get started in 3ds Max 2017 Essential Training.
Author
Released
4/18/2016Learn how to get around the 3ds Max interface and customize it to suit your production pipeline. Discover how to model different objects using splines, NURBS, polygons, subdivision surfaces, and tools such as Paint Deform. Then find out how to construct hierarchies, add cameras and lights to a scene, and animate with keyframes. Author Aaron F. Ross also takes an-depth look at materials and texture mapping as well as the rendering options in 3ds Max 2017, including the new Autodesk Raytracer (ART) renderer.
- Customizing and configuring the interface
- Selecting, duplicating, and editing objects
- Working with sub-objects in the modifier stack
- Performing polygonal and subdivision surface modeling
- Freeform modeling and sculpting
- Modeling with splines and NURBS
- Linking objects in hierarchies
- Framing shots with cameras
- Creating and editing keyframes
- Controlling lights and shadows
- Building materials
- Mapping textures
- Rendering sequences
Skill Level Intermediate
Duration
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Introduction
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Welcome59s
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Using the exercise files2m 23s
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1. Getting Started
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Choosing a workspace1m 45s
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Setting preferences3m 40s
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Using project folders6m 7s
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2. 3ds Max Interface
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Navigating in viewports6m 13s
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Using hotkeys3m 11s
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Specifying display units3m 7s
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Specifying system units4m 17s
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Defining the home grid3m 27s
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Choosing shading modes4m 26s
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Configuring viewports2m 49s
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Customizing hotkeys5m 18s
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3. Manipulating Objects
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Choosing a coordinate system4m 17s
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Collecting objects in groups6m 16s
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4. Using the Modifier Stack
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Moving a pivot point2m 43s
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Selecting subobjects3m 26s
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5. Spline Modeling
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Creating a line5m 10s
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Editing vertex types4m 58s
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Editing splines3m 51s
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Understanding NURBS4m 42s
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Rendering splines3m 39s
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Adding a Bevel modifier5m 35s
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6. Polygon Modeling
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Creating an image plane8m 23s
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Tracing an image plane5m 56s
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Adding edges with Cut4m 16s
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Preparing Boolean operands8m 55s
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Cutting with Booleans4m 48s
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Creating doors and windows5m 44s
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7. Sub-Object Polygon Editing
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Detailing with Chamfer5m 45s
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Branching with Extrude5m 45s
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Welding vertices4m 43s
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8. Subdivision Surface Modeling
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Baking subdivisions3m 27s
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9. Freeform Modeling
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Using Paint Deform brushes6m 27s
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Setting Paint options3m 37s
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Controlling Brush options3m 34s
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10. Hierarchies
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Understanding hierarchies3m 23s
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Linking objects6m 32s
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Locking transforms3m 29s
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11. Layout and Camera
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Merging scenes2m 57s
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Managing display layers5m 50s
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Creating a target camera3m 51s
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Creating a free camera5m 16s
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Enabling Safe Frames3m 41s
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12. Keyframe Animation
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13. Lighting
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Creating photometric lights3m 45s
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Adjusting exposure control6m 37s
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Using the art renderer5m 52s
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Adjusting light shape3m 49s
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Adjusting light distribution6m 38s
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Creating a sun and sky8m 19s
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Using the Light Explorer7m 45s
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14. Materials
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15. Mapping Textures
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Placing 3D procedural maps8m 24s
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Mapping bitmap image files4m 55s
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Tracking scene assets7m 3s
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Projecting UVs with UVW Map5m 24s
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Using Real-World Map Size2m 10s
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16. Rendering
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Choosing a renderer5m 57s
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Rendering standard lights4m 14s
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Controlling shadows7m 30s
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Rendering an image sequence5m 28s
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Conclusion
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Next steps53s
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Video: Using the exercise files