- One of the main advantages of using…a target camera is that the horizon line…will always remain level, as long as the camera…and it's target are more or less level.…So we can see that better, let's make the grid…larger in the perspective view and the camera view.…Right click on any one of the snaps icons…and go to the home grid and I'm going to…set the Perspective View Grid Extent to 500…and press "enter."…That'll extend the grid out farther.…Additionally, you can make the horizon line visible…in a camera view.…Just select the camera, go in to the Modify panel…and you'll see "show horizon" and that's really helpful.…
If you move that camera or it's target around,…the horizon line will always stay level.…It's hard wired to do that,…however the down side of that is that…if you need to make the camera look straight up…or straight down, the behavior of a target camera…is going to be a bit weird.…We can see that here in the perspective view.…If I move that camera so that it's looking straight down,…it's starting to swivel around and do strange things,…
Author
Released
5/22/2015Note: This course updates our 3ds Max 2015 Essential Training to work with the 2016 interface and file formats.
- Navigating the interface and viewports
- Understanding the Modifier Stack
- Modeling with polygons and subdivision surfaces
- Freeform sculpting
- Modeling with splines and NURBS
- Linking objects in hierarchies
- Modeling for motion graphics
- Framing shots with cameras
- Creating and editing keyframes
- Controlling lights and shadows
- Building materials
- Texturing with bitmaps and procedurals
- Painting objects with Viewport Canvas
- Rendering a sequence
- Adding special effects with mental ray
Skill Level Beginner
Duration
Views
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3ds Max: Character Animation
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3ds Max 2016 New Features
with Aaron F. Ross1h 33m Intermediate
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Introduction
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Welcome1m 2s
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Using the exercise files1m 4s
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1. Getting Started
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Setting preferences4m 58s
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2. 3ds Max Interface
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Controlling the grid display5m 16s
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Navigating in viewports6m 2s
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Using hotkeys5m 55s
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Transforming objects7m 26s
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Choosing shading modes6m 30s
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Configuring viewports7m 23s
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3. Modeling Basics
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Creating an image plane6m 1s
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Creating primitives7m 4s
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Working with Scene Explorer3m 48s
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Understanding dependencies5m 23s
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4. Polygon Modeling
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Working with subobjects5m 59s
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Welding vertices6m 47s
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Choosing a transform center4m 22s
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Detailing with QuickSlice4m 56s
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Using soft selection4m 9s
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Using Paint Selection5m 21s
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Joining elements with Bridge4m 39s
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5. Subdivision Surface Modeling
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Adding the Symmetry modifier2m 59s
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Roughing out the proportions5m 12s
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Adding features with Extrude2m 53s
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Welding the seam2m 4s
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Baking subdivisions4m 35s
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6. Free-Form Modeling
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Sculpting with Paint Deform6m 33s
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Setting Paint options3m 46s
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Controlling Brush options5m 11s
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7. Spline Modeling
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Creating a line2m 21s
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Moving a pivot point1m 37s
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Using axis constraints6m 14s
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Extending a spline4m 8s
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Snapping an Arc primitive2m 23s
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Rounding corners with Fillet1m 28s
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8. NURBS Modeling
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Understanding NURBS2m 48s
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Converting objects to NURBS3m 32s
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Creating NURBS curves4m 24s
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Cloning subobjects3m 13s
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Creating a U loft surface3m 29s
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Rebuilding curves3m 18s
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Grouping objects4m 2s
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9. Hierarchies
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Linking objects4m 12s
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Using the Schematic view3m 8s
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Locking transforms2m 57s
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Avoiding problems with scale7m 55s
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10. 3D Motion Graphic Design
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Creating a Text primitive4m 25s
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Applying a Bevel modifier3m 48s
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Instancing a modifier2m 13s
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Editing text splines6m 12s
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Viewport clipping1m 16s
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Controlling level of detail3m 44s
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Editing polygons6m 57s
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11. Layout and Camera Basics
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Merging scenes1m 43s
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Managing display layers5m 13s
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Creating a target camera5m 42s
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Enabling Safe Frames3m 23s
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Adjusting Field of View3m 48s
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Using a free camera6m 48s
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12. Keyframe Animation
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Choosing Set Key Filters2m 11s
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13. Controllers and Constraints
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Understanding controllers2m 53s
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Assigning a Link constraint2m 27s
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14. Lighting Basics
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Understanding CG lighting5m 56s
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Correcting gamma5m 11s
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Choosing a shadow type2m 56s
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Optimizing shadow maps7m 4s
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Optimizing area shadows6m 9s
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Creating Omni fill lights6m 16s
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Using the Light Explorer3m 20s
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15. Materials Basics
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Working with scene materials4m 49s
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16. Mapping Textures
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Applying 3D procedural maps9m 29s
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Tracking scene assets7m 32s
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Projecting UVW mapping3m 3s
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Using Real-World Map Size3m 50s
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Mapping a bump channel2m 24s
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17. Rendering Basics
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Choosing a renderer5m 29s
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Choosing Quicksilver options2m 29s
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Rendering image sequences6m 10s
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18. Rendering with mental ray
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Tuning Final Gather6m 24s
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Conclusion
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Goodbye22s
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Video: Using a free camera