4

 3D Studio MAX

 

 

 Course Contents

 

1.  Orientation / Introduction

  • What is 3D MAX?

  • What is it used for?

  • How are we going to proceed?

  • Introductions of 3DMax (Modeling, Texturing, Lighting, Rendering, Animation)

2.  Essential Understanding of MAX

  • Understanding work flow

  • Importance of reference materials

 3.  Interface Essentials

  • Overview of interface (picture)

  • Customizable UI options

  • View ports overview

  • 3DMax_preferences

 4. Navigating in view ports

  • Wheel

  • Mouse Wheel Used to select view port

  • Mouse Wheel Used to cancel what ever you are doing (Object creating and other Tools)

  • Mouse Wheel Used to move view (Click)

  • Mouse Wheel Used to Rotate View (Alt+Click)

  • Mouse Wheel Used to Zoom In & Out (Revolve)

  • navtools (Lower left Navigation Tools set)

  • Zoom Tool (To zoom smoothly than mouse wheel)

  • Zoom All (To Zoom All View Ports)

  • Zoom Extents (To maximum zoom to Object)

  • Zoom Extents All (To Maximum zoom in all view ports)

  • Zoom Region Tool (To select a selected region)

  • Field of view Tool (Only available in Perspective view port)

  • Pan Tool (work same as mouse wheel click drag work)

  • Walk Through Tool (give a feel of walk – front,  back, right, left with arrow keys for Up and Down use Shift with up and down arrow)

  • Arc Rotate Tool (Work same as Alt+Mouse wheel click works)

  • Maximize View port Toggle (To Maximize selected view port) (Alt+W is the better keyboard shortcut option)

  • Shift+Z to View Undo

  • gizmo (used with most frequent transformation Move, Rotate, Scale)

  • Move Gizmo

  • Rotate Gizmo

  • Scale Gizmo

  • (-)(+) to resize Gizmo

  • X to hide or show Gizmo

  • Reference coordinate system (next to Move, Rotate, Scale on tool bar)

  • View Reference

  • Screen Reference

  • Local Reference

  • selecting

  • Select Object Tool

  • Select by Name (H) Hit List                                 

    Apply on Line

  • Selection Region

  • Window Crossing

  • freezing

  • Freezing

  • Hiding

  • Isolated Mode (Alt+Q)

 5.  Essential Understanding of Construct object methods

  • creation

  • Define object creation mode

  • Define Steps of Creating Objects (one, two or three creation steps for objects like Spheres (1 step creation), Bow (2 Step Creation) or Tube (3 Step Creation) and others)

  • Define Auto Grid in create panel

  • Define Keyboard entry options (to create objects by entering X,Y,Z, Height, Width, Length)

  • Define Extended primitives

  • Defining Modifying panel

  • sub object

  • Complete object with adjustable Parameters is called Parametric.

  • Apply Edit Poly Modifier to introduce and explain sub object mode.

  • Vertex / Vertices

  • Other modifiers sub object mode

  • shapes

  • Define shapes panel under Create tab on command panel.

  • Define start new shape option

  • Define LINE and the term Bezier curves (curve between to vertices)

  • text

  • Define Creating Text

  • Define Editing text

  • Define Aligning Text

  • Define how to change Fonts

  • Define Kerning (space between letters)

  • Define Leading (space between lines)

  • Apply Bevel of Extrude Modifier to make Text 3D

  • Define interpolation steps for smoothing text smoothness of corners

  • Define Bevel Modifier sub settings to smoothen results on text.

  • lmporting Aut0CAD & illustrator files

  • Define how to import AutoCAD file in MAX

  • Define how to import Adobe illustrator file in MAX (save as older version)

  • Define how to convert a CoralDraw to illustrators file (save as older version)

  • compound (under the command panel 3rd. to create drop down option)

  • Define Compound objects mode (it works with both 2D & 3D objects and shapes)

  • Define Boolean

  • Define Loft

  • Define Scatter

  • architectural

  • Importing Cad or other architectural maps

  • Start making houses and buildings

  • array

  • Defining ARRAY tool in Tool dropdown on main menu bar.

  • Array dimensions>Count>1D, 2D, 3D... etc.

 

6.   Working with objects 

  • transforms - Defining three basic Transforms (Select & Move, Select & Rotate, Select & Uniform scale)

  • modifiers

  • Apply Lathe Modifier (to let object rotate around the center point)

  • Bend Modifier (to bend objects)

  • Taper Modifier (to give taper edge out or in effect)

  • Melt Modifier (to give melting effect)

  • Wave Modifier (to give Wave effect to objects)

  • Slice Modifier (to slice parts of objects)

  • Stretch Modifier (to give stretching effect to objects)

  • Twist Modifier (to give Twist effect to objects)

  • Copying and pasting Modifiers from one to another object

  • mesh (frame work with which objects made)

  • To edit Mesh of nay object

  • Define soft selection

  • box

  • Defining Box Modeling

  • edges (2nd. option after converting to edit poly in modify panel)

  • F-2 change the mode of selected area (filled or outlines)

  • F-3 to change to wire frame view or to smooth and highlights view

  • F-4 for viewing both at a time normal view and only wire frame

  • Deleting an Edge by delete button or by back space button difference

  • meshsmooth

  • Mesh smooth and Turbo smooth modifier

  • grouping

  • Define Group options in menu bar 4 from left

  • cloning

  • Define Shift Key” cloning command

  • Copy (no relation to each other)

  • Instance (related to each other)

  • Reference (effect on original will effect all Reference objects)

  • Increase number of copies to get more copies, Instances or References

7.  Essential understanding of Materials 

  • editor

  • Introduction to Material Editor dialogue box

  • parameters

  • Defining the parameter adjustments of modify dialogue box

  • Defining 2 sided objects one side transparent problem (fix it with app lying material)

  • basicmap

  • Define how to apply bitmap map (two ways to applying)

  • bump

  • Define Bump Map application (Noise map) (Bitmap)

  • Photoshop

  • Intro to Photoshop and its importance for working with 3DsMAX

  • Ambient Diffuse Specularity

  • Defining Ambient Color (color of area where light does not hit directly)

  • Defining Diffuse Color (actual color of the object)

  • Defining Specularity color (color of area where light directly hits on object)

  • opacity mapping

  • Defining Opacity map importance (specially for making fence effect to objects)

  • reflect / refraction

  • Defining Reflection mapping (Reflect/Refract map to let object reflect surroundings)

  • Defining Refraction mapping (affect which we see when we look through glass effects)

  • raytrace

  • Defining Raytrace Map type in Reflection map option.

  • maps

  • More about maps options

  • materials

  • More about Materials

  • Free

  • Intro to Built-in Material Library of SD

 8.  Details about Materials 

  • mapping (UVW modifier)

  • Defining Map adjustments with UVW modifier (with use of Gizmo in UVW modifier mode)

  • multisub

  • Defining how to give ID to each part of same object to apply different maps on each of them.

  • unwrap (Unwrap UVW modifier)

  • Defining Unwrap UVW modifier.

  • Check on Select Element option

9.   Over view of 2D animation

 

10.  Introduction to 3dsMax Animation 

  • keyframe

  • Defining concepts of Frames. Key frames, Tweening (movement between two points of movement of objects).

  • animating

  • Defining Auto key (N) and Set key (works with that key icon button which is right after it)

  • Time Configuration Dialogue Box

  • Defining the Pivot Point

  •  adjusting

  • Defining Key frame adjustment concepts.

  • Copying frames within time line (using shift key while moving them)

  • Animation Options

  • Defining animation options with Modifiers and Materials.

  • trajectories

  • Defining “Trajectories”

  • Visual Indication of the Path of an Animation

  • advanced

  • Defining the speed issues of objects animation (Advance level subject)

 

11.  An Overview of Rigging 

  • rigging

  • bones

  • To create “Bones under the Command panel> Create tab > Systems.

  • Defining how to add bone system.

  • parenting

  • Link and Unlink option on the tool bar

  • Defining “I K” Inverse kinematics

  • werewolf

  • some experiments with that model

 12.  Essentials of Lights 

  • difference

  • defining the importance of lights in 3DsMAX

  • types

  • Defining Default Lights

  • Target Lights

  • Free spot Lights

  • Target Direct

  • Free Direct

  • Omni

  • Sky Light

  • three point light

  • Defining how to use three lights to make a better lightning for an object.

  •  Lightparams

  • Defining Omni Lights application

  • Defining Exclude & Include options

  • Defining Light Multiplier option

  • Defining how to change Light Color.

  • Defining Near Attenuation(decrease or reduction) & Far Attenuation (decrease or reduction)

  • Defining Spot Light parameters

  • Defining Light Lister

  • shadows

  • Defining how to apply shadows

  • Defining Type of Shadows

  • Defining Shadows Color

  • Defining Density of Shadow

  • Defining Shadow Parameters (Bias, Sample range, Size for rest of shadow)

 13.  Camera Basics

  • cameras intro

  • Defining importance of Cameras

  • create

  • Defining how to Creating Cameras (ctrl+C)

  • Defining how to switch between Camera and Perspective views

  • camera types

  • Defining Target Camera

  • Defining Free Camera

  • Lens

  • Defining Lens

  • Defining FOA (field of view)

  • depth

  • Defining Depth of Field (blur affect around the focus area)

  • navigateanimate (Camera Navigation Tools)

  • camera navigation tools.

  • Dolly Camera Tool

  • Dolly Target Tool

  • Field of View Tool

  • Perspective Tool

  • Truck Tool

  • Roll the Camera Tool

  • Orbit Tool

  • Pan Tool

 14.  Essential understanding of Rendering 

  • rendering

  • Defining the importance of Rendering

  • scanline

  • Defining Render scene dialog box (F+10)

  • Defining common Parameters

  • Time output:

  • Output Size:

  • Render output: Targa image file type

  • environment (Rendering > Environment)

  • Defining the environment and effect dialogue box

  • How to change color of environment

  • How to add bitmap to environment

  • parts

  • Shift+Q to render selected view port

  • Render type drop down on the tool bar

  • MentalRay (rendering engine)

  • Mental Ray Renderer

 15.  Architectural work in MAX

  • Detailed over view of Architectural work in MAX

  • Importing map for project

  • Line work

  • Doors and windows (Boolean tool)

  • Stairs

Duration        =          90 Hours

  Back                                                              Apply on Line

 

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