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3ds Max Video Course 2025 2024 2023 2022 2021 2020 Training Tutorial NO Art Book

Description: Premium Video CoursesYou will get any one course: The Easy, Fast & Fun Way to Learn! About these courses Language: English Certified Experts Exercise files Learning at home Professional Courses For any devices Lifetime access Easy learning Money back guarantee All courses without a sponsored ads 129 Video Lessons About this course 3ds Max is best known for its modeling and rendering tools. These strengths come into play in architecture, manufacturing, game development, industrial design, and motion graphics. There are dozens of features and techniques to master, from modeling and texturing to lighting and rendering. In this course, expert provides an overview of the entire package, as well as essential skills that 3D artists need to create professional models and animations and shows you how to get around the 3ds Max interface and customize it to suit your preferences. Expert describes how to model different objects using splines, polygons, and subdivision surfaces and explains how to construct hierarchies, add cameras and lights, and animate with keyframes. In closing, expert takes an in-depth look at materials and texture mapping, as well as options for rendering engines such as Arnold and Quicksilver. Contents IntroductionIntroducing 3ds Max1m 18sUsing the exercise files2m 19s 1. Getting StartedChoosing a workspace3m 32sSetting preferences4m 30sUsing project folders3m 36s 2. 3ds Max InterfaceGetting familiar with the interface2m 56sCustomizing a workspace4m 59sCustomizing background and grid colors2m 40sCreating primitives with keyboard entry4m 37sCreating primitives interactively with the mouse2m 36sPosition objects with Select and Move5m 15sRotate and scale objects4m 47sNavigating in viewports4m 10sOrbit and viewport Undo5m 8sSaving time with keyboard shortcut hotkeys3m 41sCustomizing hotkeys5m 11sChoosing viewport shading modes3m 10sAdvanced viewport settings and presets10m 9sConfiguring viewport layouts2m 17s 3. Scene LayoutSpecifying display units5m 22sSpecifying system units4m 38sDefining the home grid4m 44sSaving a maxstart.max template scene3m 11sMerging scenes5m 4sDuplicating object instances with Array4m 22sClone objects with transforms1m 15sIntroducing snap4m 36sPrecision transforms with Grid Snap4m 38sOutlining object names with Scene Explorer3m 53sCollecting objects in groups5m 4sManaging display layers3m 43sControlling object and layer display properties5m 4sUnderstanding XRef external references3m 4sCreating an XRef record6m 52sMoving objects in reference coordinate systems5m 14sRotating objects in reference coordinate systems4m 5sManipulating objects around a transform center4m 23sUsing Isolate Selection and Lock Selection2m 23sSelecting in Window and Crossing modes4m 4. Spline ModelingCreating shapes4m 34sEditing Bezier splines5m 17sSetting shape detail with interpolation3m 58sModeling with the Extrude modifier5m 4sExtruding along a path with the Sweep modifier4m 13sExporting paths from Adobe Illustrator4m 1sImporting Illustrator paths to 3ds Max3m 54sAdding a Bevel modifier4m 37sControlling level of detail for a Bevel modifier5m 3sModeling typography with TextPlus6m 30sManipulating and fine-tuning TextPlus4m 36s 5. Parametric ModelingDeforming an object with a modifier5m 22sLayering deformers in the modifier stack5m 6sDefining polygon level of detail4m 3sPassing a selection up the stack4m 4sUnderstanding topology dependence4m 59sVersioning and collapsing the stack5m 53s 6. Polygon ModelingPreparing Boolean operands4m 52sCombine volumes with Boolean compound object6mAdding edges with QuickSlice6m 57sAdding edges with Cut2m 52sHardening polygon edges with the Smooth modifier4m 21sUsing the Modeling ribbon6m 10sSimplifying geometry with Remove3m 57sBranching with Editable Poly Extrude6m 25sDetailing a mesh6m 45sRounding corners with Chamfer5m 46s 7. Subdivision Surface ModelingUnderstanding subdivision surfaces3m 52sBest practices for modeling subdivision surfaces6m 23sBox modeling for subdivision surfaces4m 9sModeling with the Symmetry modifier7m 43sModeling curvature with Soft Selection8m 9sRefining geometry with SwiftLoop2m 42sConstraining sub-object transforms6m 9sCorrecting a seam with Align to View4m 34sSharpening corners with edge crease4m 36sBaking subdivisions4m 59s 8. Camera TechniquesCreating a physical camera and target5m 54sFirst-person camera navigation in viewports3m 31sEnabling Safe Frames5m 11sSetting resolution and aspect ratio in Render Setup4m 11sCreating a free camera3m 10sRotating in Gimbal coordinate space5m 48sSetting rotation axis order to emulate a tripod5m 50s 9. LightingInteractive production rendering8m 18sCreating photometric lights4m 7sAdjusting light intensity and color5m 53sSetting exposure control6m 27sAdjusting light shape8m 47sControlling spotlight parameters7m 15sUsing the light explorer2m 24sIlluminating with an environment color6m 31sIlluminating with an HDRI environment7m 10sSeparating environment from background5m 39sCreating a sun and sky10m 37s 10. MaterialsUsing the Slate Material Editor5m 47sAssigning materials to objects3m 58sManaging scene materials6m 5sManaging sample slots4m 52sSaving a material library4m 44sPhysical material color and roughness5m 52sPhysical material reflection parameters6m 36sControlling viewport material shading8m 25sControlling material sample size3m 40sCreating a 3D procedural map2m 6sArt directing 3D map parameters7m 46sMapping bitmap image files6m 2sProjecting UVs with UVW Map4m 29sUsing Real-World Map Size5m 14sRestoring links with Asset Tracking5m 24s 11. AnimationUnderstanding hierarchies3m 44sMoving pivot points5m 10sRotating pivot points4m 13sPrioritizing rotation axes6m 6sLinking objects4m 38sLocking transforms4mCorrecting and avoiding scale issues5m 18sChoosing frame rate and playback speed5m 23sChoosing the active time segment6m 28sCreating keyframes in Auto Key mode3m 24sCreating keyframes in Set Key mode6m 7sEditing keyframes in the Track Bar timeline6m 50sEditing keyframes in the Dope Sheet7m 7sEditing keyframes in the Curve Editor6m 14sEditing interpolation in the Curve Editor5m 1sManipulating tangents in the Curve Editor5m 25sEditing a trajectory with a motion path5m 9s 12. Rendering 165 Video Lessons About this Course3ds Max is a powerful, deep, and multifaceted program, so there's always more to learn. This course aims to keep you on top of the latest tools and techniques, and introduces fresh perspectives on traditional methods for architectural and product visualization, animation, visual effects, games and virtual worlds, and motion graphics. Expert presents a new topics, spanning the full range of 3D graphics tasks, including modeling, rigging and animation, shading and lighting, camera operation, and rendering, and gives special attention to streamlining workflows, such as automation of time-consuming tasks, so your productions run more smoothly and efficiently. Contents 001 - Modeling a floor plan from a 2D drafting document002 - Modeling terrain with Displace space warp003 - Projecting UVs with the Camera Map world-space modifier004 - Capturing shadows with Arnold Shadow Matte map005 - Rendering compositing passes with Arnold AOVs006 - Mechanical rigging with IK and the LookAt controller007 - Modulating animation with Multiply and Ease Curves008 - Working with audio and the AudioFloat controller009 - Automating with Expression controllers010 - Real-time animation with the Motion Capture utility011 - Stylized rendering with Scanline Ink 'n Paint012 - Getting started with the Max Creation Graph013 - Modifying a Max Creation Graph tool014 - Sculpting a terrain with Texture Object Mask015 - Building a road with Conform space warp016 - Shading a landscape with Arnold Curvature017 - Creating custom attributes with the Parameter Editor018 - Driving animation curves with the Reaction controller019 - Rigging a camera-facing matte painting020 - Aligning a camera to a background with Perspective Match021 - Projecting a photo to proxy geometry with Camera Map022 - Automation with wire parameters and manipulators023 - Converting scenes for different renderers024 - Rendering light groups with Arnold AOVs025 - Graphing scene conditions with State Sets Compositor026 - Introduction to 3ds Max Fluids027 - Modeling with the Motion Field Space Warp028 - Non-destructive model adjustment with Linked Xform029 - Animating sub-objects with Linked Xform030 - Customize and cycle Path Constraint animation031 - Generate complex motion with Waveform Controllers032 - Illuminate a scene with an Arnold Mesh Light033 - Shading with Maya maps in 3ds Max034 - Varying shader properties by object with Arnold Color Jitter035 - Render a mesh object with Arnold Standard Volume036 - Render a Point Cloud object037 - Setting track value boundaries with a limit controller038 - Drawing curves with Freehand Spline039 - Correcting intersections with Spline Overlap040 - Reducing curve detail with Optimize Spline041 - Resampling curves with Normalize Spline042 - Soft-selecting curves with Spline Influence043 - Blending curves with Spline Morph044 - Combining splines with shape Booleans045 - Approximating global illumination in Arnold046 - Rendering proxies with Arnold procedurals047 - Introduction to the Open Shading Language map048 - Basic syntax of Open Shading Language049 - Declaring OSL input and output parameters050 - Generating a fractal noise pattern in OSL051 - Iterating a for loop in OSL052 - Using the if… else conditional statement in OSL053 - Managing OSL file assets and paths054 - Accelerate Arnold rendering with adaptive sampling055 - Texturing with the Advanced Wood procedural map056 - Art directing the Advanced Wood texture map057 - Setting a fluid initial state058 - In-camera compositing with Camera Map modifier059 - Creating animation layers060 - Collaborate online with shared views061 - Rendering iridescence with Arnold Thin Film062 - Loading and saving fluid presets063 - Introduction to 3ds Max Interactive064 - Building a motion graphics rig with Data Channel065 - Creating custom project folder structures066 - Open Shading Language code editor tips and tricks067 - Spawning particles from a 3D map068 - Rendering a starfield069 - Faking GI with an Arnold ambient occlusion filter070 - Modeling with the animation Snapshot tool071 - Rendering particles with Arnold Standard Volume072 - Render Arnold volume with physical values073 - Volume indirect global illumination in Arnold074 - Removing polygon detail with Freeform Optimize075 - Transform and retime a cache with Fluid Loader076 - Rendering motion blur in Arnold077 - Drawing splines on an editable poly078 - Sketching freeform topology over a polygon mesh079 - Animating effects with Data Channel Decay080 - Animating controllers in the Material Editor081 - Painting a vertex color mask with VertexPaint082 - Drawing polygon freeform strips083 - Extruding polygon freeform branches084 - Interactive ActiveShade in a viewport085 - Fluid data channels086 - Displaying fluid data channels087 - Assigning UVW coordinates in an OSL network088 - Using named coordinate spaces in Open Shading Language (OSL)089 - Shadow group exclusion with Arnold properties090 - Erasing materials with MAXScript or UVW Remove091 - Understanding Fluid Churn and Vorticity channels092 - Rendering Fluid channels with Arnold User Data093 - Keyframe quantization and sub-frame editing with Snap Keys094 - Importing a CAD solid model as a Body Object095 - Solid model subtraction and intersection with Body Cutter096 - Solid model union with Join Bodies097 - Denoising an Arnold rendering098 - Interactive Update in the animation Curve Editor099 - Curve Editor view menu: Tips and tricks100 - Editing animation curves with the Region Keys tool (NO SUBS)101 - Combining data channels of Fluids102 - Shading per object with OSL Random by Index103 - Layering materials of Fluids104 - Render particles as Arnold primitives105 - Render PFlow particles with Arnold Shape106 - Remapping colors with Arnold Ramp RGB107 - Rendering contours with Arnold Toon108 - Mapping Arnold Toon base color109 - Controlling preview quality110 - Adding information overlays to a preview with MAXScript111 - Modeling with the updated Chamfer modifier112 - Applying a chamfer using edge weight and depth113 - Baking a map to a mesh with Assign Vertex Color114 - Generating cavity and occlusion maps with Render Surface Map115 - Baking multiple vertex color channels with VertexPaint116 - Compositing vertex color in a shading network117 - Optimizing geometry with the MultiRes modifier118 - Improving viewport performance with the Substitute modifier119 - Constructing a lighting assembly120 - Wiring parameters in a lighting assembly121 - Measuring with tape helper, the Measure Distance tool, and the Measure utility122 - Display panel tips and tricks123 - Quickly adjusting transforms and pivot point with the Transform Toolbox124 - Stacking objects with Select and Place125 - Managing objects and sub-objects with selection sets126 - Referencing scenes with containers127 - Changing inherited container content with Edit in Place128 - Locking and unlocking container parameters129 - Editing unlocked container parameters130 - Projecting splines onto surfaces with ShapeMerge131 - Analyzing and correcting mesh geometry with xView132 - Keyframing sub-objects with the Master Point controller133 - Managing scene materials with Material Explorer134 - Defining a temporary transform center with working pivot135 - Customizing keyboard shortcuts with Hotkey editor136 - Stylized rendering with OSL Halftone Dots map137 - Incorporating scene lighting in a shading network138 - Incorporating render resolution in a shading network139 - Situating geometry within an OSL HDRI environment140 - Studio lighting with HDRI lights map141 - White balance and exposure with an Arnold camera filtermap142 - Rasterizing maps with bake to texture143 - Advanced baking with bake to texture144 - Baking to physically based renderer (PBR) materials for export145 - Production rendering with Quicksilver hardware146 - Varying textures with OSL Randomized Bitmaps147 - Deforming a particle system with the Mesher compound object148 - Set up Arnold render passes with AOV Manager149 - Animating multiple tracks with Parameter Collector150 - Improving edge smoothing with Weighted Normals modifier151 - Rendering a cutaway with the Arnold Clip Geo material152 - Advanced procedural noise with Uber Noise map153 - Rendering polygon edges with OSL Wireframe map154 - Art directing the OSL Wireframe map155 - Introduction to MassFX Rigid Body dynamics156 - Setting up a MassFX Rigid Body simulation157 - Controlling a MassFX Rigid Body simulation158 - Fine-tuning a MassFX Rigid Body simulation159 - Automating secondary animation with the Flex modifier160 - Keyframing modeling commands with the Edit Poly Animate mode161 - Generating UVs with OSL projection maps162 - Retiming all keyframes in a scene with the world track163 - Snapping surfaces dynamically with MCG Ray Constraint164 - Complex sub-object selections with the Selection ribbon165 - Adding polygon edges with Paint Connect Note: Learn more about all courses on our website The Easy, Fast & Fun Way to Learn!Learn creative, education and tech skills taught by experts. 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