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Introducing 3ds Max 2021
001 - Introducing 3ds Max 2021
002 - Using the exercise files
003 - Choosing a workspace
004 - Setting preferences
005 - Using project folders
006 - Getting familiar with the interface
007 - Customizing a workspace
008 - Customizing background and grid colors
009 - Creating primitives with keyboard entry
010 - Creating primitives interactively with the mouse
011 - Position objects with Select and Move
012 - Rotate and scale objects
013 - Navigating in viewports
014 - Orbit and viewport Undo
015 - Saving time with keyboard shortcut hotkeys
016 - Customizing hotkeys
017 - Choosing viewport shading modes
018 - Advanced viewport settings and presets
019 - Configuring viewport layouts
020 - Specifying display units
021 - Specifying system units
022 - Defining the home grid
023 - Saving a maxstart.max template scene
024 - Merging scenes
025 - Duplicating object instances with Array
026 - Clone objects with transforms
027 - Introducing snap
028 - Precision transforms with Grid and Snap
029 - Outlining object names with Scene Explorer
030 - Collecting objects in groups
031 - Managing display layers
032 - Controlling object and layer display properties
033 - Understanding XREF external references
034 - Creating an XREFrecord
035 - Moving objects in reference coordinate systems
036 - Rotating objects in reference coordinate systems
037 - Manipulating objects around a Transform Coordinate Center
038 - Using Isolate Selection and Lock Selection
039 - Selecting in Window and Crossing modes
040 - Creating shapes
041 - Editing Bezier splines
042 - Setting shape detail with interpolation
043 - Modeling with the Extrude modifier
044 - Extruding along a path with the Sweep modifier
045 - Exporting paths from Adobe Illustrator
046 - Importing Illustrator paths to 3ds Max
047 - Adding a Bevel modifier
048 - Controlling level of detail for a Bevel modifier
049 - Modeling typography with TextPlus
050 - Manipulating and fine-tuning TextPlus
051 - Deforming an object with a modifier
052 - Layering deformers in the modifier stack
053 - Defining polygon level of detail
054 - Passing a selection up the stack
055 - Understanding topology dependence
056 - Versioning and collapsing the stack
057 - Preparing Boolean operands
058 - Combine volumes with Boolean Compound Objects
059 - Adding edges with QuickSlice
060 - Adding edges with Cut
061 - Hardening polygon edges with the Smooth modifier
062 - Using the Modeling ribbon
063 - Simplifying geometry with Remove
064 - Branching with Editable Poly Extrude
065 - Detailing a mesh
066 - Rounding corners with chamfer
067 - Understanding subdivision surfaces
068 - Best practices for modeling subdivision surfaces
069 - Box modeling for subdivision surfaces
070 - Modeling with the Symmetry modifier
071 - Modeling curvature with Soft Selection
072 - Refining geometry with SwiftLoop
073 - Constraining sub-object transforms
074 - Correcting a seam with Non-Uniform Scale offset
075 - Sharpening corners with edge crease
076 - Baking subdivisions
077 - Creating a physical camera and target
078 - First-person camera navigation in viewports
079 - Enabling Safe Frames
080 - Setting resolution and aspect ratio in Render Setup
081 - Creating a free camera
082 - Rotating in Gimbal coordinate space
083 - Setting rotation Axis Order to emulate a tripod
084 - Previewing renders with ActiveShade
085 - Creating photometric lights
086 - Adjusting light intensity and color
087 - Adjusting light shape
088 - Controlling spotlight parameters
089 - Using the Light Explorer
090 - Illuminating with an environment color
091 - Illuminating with an HDRI environment
092 - White balancing an environment
093 - Separating environment from background
094 - Creating a sun and sky
095 - Using the Slate Material Editor
096 - Assigning materials to objects
097 - Managing scene materials
098 - Managing sample slots
099 - Saving a material library
100 - Physical Material color and roughness
101 - Physical Material reflection parameters
102 - Controlling viewport material shading
103 - Controlling material sample size
104 - Creating a 3D procedural map
105 - Art directing 3D map parameters
106 - Mapping bitmap image files
107 - Projecting UVs with UVW Map
108 - Using Real-World Map Size
109 - Restoring links with Asset Tracking
110 - Understanding hierarchies
111 - Moving pivot points
112 - Rotating pivot points
113 - Prioritizing rotation axes
114 - Linking objects
115 - Locking transforms
116 - Correcting and avoiding scale issues
117 - Choosing frame rate and playback speed
118 - Choosing the active time segment
119 - Creating keyframes in Auto Key mode
120 - Creating keyframes in Set Key mode
121 - Editing keyframes in the Track Bar Timeline
122 - Editing keyframes in the Dope Sheet
123 - Editing keyframes in the Curve Editor
124 - Editing interpolation in the Curve Editor
125 - Manipulating tangents in the Curve Editor
126 - Editing a trajectory with a motion path
127 - Choosing a renderer
128 - Choosing render options
129 - Rendering an image sequence
130 - Playing an image sequence with the RAM Player
131 - Tonemapping a high dynamic range rendering
132 - Next steps
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