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Course
Contents
1. Orientation
/ Introduction
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What is 3D MAX?
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What is it used for?
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How are we going to
proceed?
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Introductions of 3DMax
(Modeling, Texturing, Lighting, Rendering,
Animation)
2. Essential
Understanding of MAX
3. Interface
Essentials
4. Navigating in view
ports
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Wheel
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Mouse Wheel
Used to select view port
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Mouse Wheel
Used to cancel what ever you are doing
(Object creating and other Tools)
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Mouse Wheel
Used to move view (Click)
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Mouse Wheel
Used to Rotate View (Alt+Click)
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Mouse Wheel
Used to Zoom In & Out (Revolve)
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navtools (Lower left
Navigation Tools set)
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Zoom
Tool (To zoom smoothly than mouse wheel)
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Zoom All (To
Zoom All View Ports)
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Zoom Extents
(To maximum zoom to Object)
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Zoom Extents
All (To Maximum zoom in all view ports)
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Zoom Region
Tool (To select a selected region)
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Field of view
Tool (Only available in Perspective view
port)
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Pan Tool (work
same as mouse wheel click drag work)
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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)
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Arc Rotate
Tool (Work same as Alt+Mouse wheel click
works)
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Maximize View
port Toggle (To Maximize selected view
port) (Alt+W is the better keyboard
shortcut option)
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Shift+Z
to View Undo
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gizmo (used with most
frequent transformation Move, Rotate,
Scale)
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Move Gizmo
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Rotate Gizmo
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Scale Gizmo
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(-)(+) to
resize Gizmo
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X to
hide or show Gizmo
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Reference coordinate
system (next to Move, Rotate, Scale on
tool bar)
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View Reference
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Screen
Reference
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Local
Reference
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selecting
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Select Object
Tool
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Select by Name
(H) Hit List
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Selection
Region
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Window
Crossing
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freezing
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Freezing
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Hiding
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Isolated
Mode (Alt+Q)
5. Essential
Understanding of Construct object methods
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creation
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Define object
creation mode
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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)
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Define Auto
Grid in create panel
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Define
Keyboard entry options (to create objects
by entering X,Y,Z, Height, Width, Length)
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Define
Extended primitives
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Defining
Modifying panel
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sub object
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Complete
object with adjustable Parameters is
called Parametric.
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Apply Edit
Poly Modifier to introduce and explain sub
object mode.
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Vertex /
Vertices
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Other
modifiers sub object mode
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shapes
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Define shapes
panel under Create tab on command panel.
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Define start
new shape option
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Define
LINE and the term Bezier curves (curve
between to vertices)
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text
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Define
Creating Text
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Define Editing
text
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Define
Aligning Text
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Define how to
change Fonts
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Define Kerning
(space between letters)
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Define Leading
(space between lines)
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Apply Bevel of
Extrude Modifier to make Text 3D
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Define
interpolation steps for smoothing text
smoothness of corners
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Define
Bevel Modifier sub settings to smoothen
results on text.
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lmporting Aut0CAD &
illustrator files
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Define how to
import AutoCAD file in MAX
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Define how to
import Adobe illustrator file in MAX (save
as older version)
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Define
how to convert a CoralDraw to illustrators
file (save as older version)
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compound (under the
command panel 3rd. to create
drop down option)
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Define
Compound objects mode (it works with both
2D & 3D objects and shapes)
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Define Boolean
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Define Loft
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Define
Scatter
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architectural
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Importing Cad
or other architectural maps
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Start making
houses and buildings
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array
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Defining ARRAY
tool in Tool dropdown on main menu bar.
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Array dimensions>Count>1D,
2D, 3D... etc.
6. Working with
objects
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transforms - Defining
three basic Transforms (Select & Move,
Select & Rotate, Select & Uniform scale)
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modifiers
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Apply Lathe
Modifier (to let object rotate around the
center point)
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Bend Modifier
(to bend objects)
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Taper Modifier
(to give taper edge out or in effect)
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Melt Modifier
(to give melting effect)
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Wave Modifier
(to give Wave effect to objects)
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Slice Modifier
(to slice parts of objects)
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Stretch
Modifier (to give stretching effect to
objects)
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Twist Modifier
(to give Twist effect to objects)
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Copying
and pasting Modifiers from one to another
object
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mesh (frame work with
which objects made)
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To edit Mesh
of nay object
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Define
soft selection
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box
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Defining
Box Modeling
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edges (2nd.
option after converting to edit poly in
modify panel)
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F-2 change the
mode of selected area (filled or outlines)
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F-3 to change
to wire frame view or to smooth and
highlights view
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F-4 for
viewing both at a time normal view and
only wire frame
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Deleting
an Edge by delete button or by back space
button difference
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meshsmooth
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Mesh
smooth and Turbo smooth modifier
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grouping
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Define Group
options in menu bar 4 from left
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cloning
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Define Shift
Key” cloning command
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Copy (no
relation to each other)
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Instance
(related to each other)
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Reference
(effect on original will effect all
Reference objects)
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Increase
number of copies to get more copies,
Instances or References
7. Essential
understanding of Materials
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editor
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Introduction to Material Editor dialogue
box
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parameters
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Defining the
parameter adjustments of modify dialogue
box
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Defining
2 sided objects one side transparent
problem (fix it with app lying material)
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basicmap
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Define
how to apply bitmap map (two ways to
applying)
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bump
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Define
Bump Map application (Noise map) (Bitmap)
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Photoshop
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Intro to
Photoshop and its importance for working
with 3DsMAX
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Ambient Diffuse
Specularity
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Defining
Ambient Color (color of area where light
does not hit directly)
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Defining
Diffuse Color (actual color of the object)
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Defining
Specularity color (color of area where
light directly hits on object)
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opacity mapping
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Defining
Opacity map importance (specially for
making fence effect to objects)
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reflect / refraction
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Defining
Reflection mapping (Reflect/Refract map to
let object reflect surroundings)
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Defining
Refraction mapping (affect which we see
when we look through glass effects)
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raytrace
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Defining
Raytrace Map type in Reflection map
option.
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maps
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More
about maps options
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materials
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More
about Materials
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Free
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Intro to
Built-in Material Library of SD
8. Details about
Materials
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mapping (UVW modifier)
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Defining
Map adjustments with UVW modifier (with
use of Gizmo in UVW modifier mode)
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multisub
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Defining
how to give ID to each part of same object
to apply different maps on each of them.
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unwrap (Unwrap UVW
modifier)
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Defining
Unwrap UVW modifier.
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Check on
Select Element option
9. Over view of 2D
animation
10. Introduction to
3dsMax Animation
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keyframe
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Defining
concepts of Frames. Key frames, Tweening
(movement between two points of movement
of objects).
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animating
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Defining Auto key (N) and Set key (works
with that key icon button which is right
after it)
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Time
Configuration Dialogue Box
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Defining the Pivot Point
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adjusting
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Defining Key
frame adjustment concepts.
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Copying
frames within time line (using shift key
while moving them)
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Animation Options
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Defining
animation options with Modifiers and
Materials.
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trajectories
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Defining
“Trajectories”
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Visual
Indication of the Path of an Animation
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advanced
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Defining the
speed issues of objects animation (Advance
level subject)
11. An Overview of
Rigging
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rigging
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bones
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To create
“Bones under the Command panel> Create tab
> Systems.
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Defining how
to add bone system.
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parenting
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Link and
Unlink option on the tool bar
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Defining
“I K” Inverse kinematics
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werewolf
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some
experiments with that model
12. Essentials of
Lights
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difference
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defining
the importance of lights in 3DsMAX
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types
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Defining
Default Lights
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Target Lights
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Free spot
Lights
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Target Direct
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Free Direct
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Omni
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Sky
Light
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three point light
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Defining
how to use three lights to make a better
lightning for an object.
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Lightparams
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Defining Omni
Lights application
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Defining
Exclude & Include options
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Defining Light
Multiplier option
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Defining how
to change Light Color.
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Defining Near
Attenuation(decrease or reduction) & Far
Attenuation (decrease or reduction)
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Defining Spot
Light parameters
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Defining
Light Lister
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shadows
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Defining how
to apply shadows
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Defining Type
of Shadows
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Defining
Shadows Color
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Defining
Density of Shadow
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Defining
Shadow Parameters (Bias, Sample range,
Size for rest of shadow)
13. Camera Basics
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cameras intro
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Defining
importance of Cameras
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create
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Defining how
to Creating Cameras (ctrl+C)
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Defining
how to switch between Camera and
Perspective views
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camera types
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Defining
Target Camera
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Defining
Free Camera
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Lens
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Defining Lens
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Defining
FOA (field of view)
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depth
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Defining
Depth of Field (blur affect around the
focus area)
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navigateanimate (Camera
Navigation Tools)
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camera
navigation tools.
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Dolly Camera
Tool
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Dolly Target
Tool
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Field of View
Tool
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Perspective
Tool
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Truck Tool
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Roll the
Camera Tool
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Orbit Tool
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Pan Tool
14. Essential
understanding of Rendering
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rendering
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Defining the
importance of Rendering
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scanline
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Defining Render scene
dialog box (F+10)
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Defining
common Parameters
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Time output:
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Output Size:
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Render
output: Targa image file type
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environment (Rendering >
Environment)
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Defining the
environment and effect dialogue box
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How to change
color of environment
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How to
add bitmap to environment
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parts
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Shift+Q to
render selected view port
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Render
type drop down on the tool bar
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MentalRay (rendering
engine)
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Mental Ray Renderer
15. Architectural
work in MAX
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Detailed over
view of Architectural work in MAX
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Importing map
for project
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Line work
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Doors and
windows (Boolean tool)
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Stairs
Duration =
90 Hours
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