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Thursday, July 28, 2011

Digital Tutors - Introduction to 3ds Max 2011


Digital Tutors - Introduction to 3ds Max 2011
English | VP6F 782x646 | MP3 96 kbps | 3.34 GB
Genre: eLearning | REUPLOADED


In this course we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2011.

In this course we are going to help you get a good understanding of how to work in 3ds Max.You will be able to learn from several of the instructors here at Digital Tutors as we go through many of the major parts of the software. We are going to cover a wide range of topics in this course. We will start out exploring the user interface and finding our way around 3ds Max. Then we will start to create our own custom model, a pod racer, using a number of powerful modeling tools. We will paint and texture our model, and then take it through the process of rigging and animation. We will finish up by adding dynamic effects to the scene and rendering out a nice result. Once you are finished, you will have exposure to a wide range of disciplines in 3ds Max and be able to start working on your own projects and building on the knowledge you have gained.

Lesson Outline (89 lessons)

1. Introduction and Project Overview

2. Overview of the User Interface

3. Navigating the viewports

4. Using the Command Panel

5. Creating your first object

6. Transforming objects

7. Viewing Geometry

8. Working with the modifier stack

9. Saving Files and File Types

10. Working with projects

11. Modeling Overview

12. Building the basic shape of the engine shell

13. Finishing the engine shell

14. Detailing the engine shell using existing geometry

15. Using splines and modifiers to add sharp panels

16. Adding the fan blades using an Array

17. Building the back of the engine with NURBS

18. Modeling a series of pipes

19. Building the engine nozzle

20. Building the power coupling with splines

21. Building the side fine and cable connector

22. Adding bolts using Object Paint

23. Building the back of the pod

24. Building the base of the pod

25. Modeling the main cockpit

26. Adding the back of the cockpit

27. Using splines to build detail around the cockpit

28. Modeling the lower racer structure

29. Adding final detail to the racer

30. Modeling the front fins with splines

31. Adding cables to the racer

32. Materials and Texturing Overview

33. Using the Material Editors

34. Applying materials

35. Adding Gradient Ramps

36. Applying multiple materials to objects

37. Adding preset materials

38. Working with procedural texture maps

39. Working with UVs

40. Working with bitmap textures

41. Adding bump maps

42. Modulating specular color

43. Combining textures with the Composite Map

44. Using the Viewport Canvas

45. Adding a glow to the model

46. Rigging and Animation Overview

47. Building controls for the pod racer

48. Finishing the pod racer's controls

49. Organizing the scene with the Layer Manager

50. Working with the Schematic View

51. Modifying an object's pivot

52. Creating custom parameters

53. Wiring parameters

54. Writing your first expression

55. Using an expression to automate an engine idle

56. Rigging the engine cables with bones

57. An overview of 3ds Max's Bone Tools and the Spline IK Solver

58. Finishing the cable rig

59. Correcting the deformations of the cables

60. Randomizing the engine idles with the Noise Float controller

61. Make the rig more animator-friendly

62. Locking controllers and Finishing the pod racer rig

63. The basics of setting keyframes in Max

64. Understanding the Curve Editor

65. Cycling animations in Max

66. Animating objects along a path

67. Animating with Autokey

68. Editing keys on the Track Bar

69. Previewing animations in real-time

70. Dynamics Overview

71. Adding initial particle dynamics to our pod racer

72. Adding forces to 3ds Max particles

73. Setting up initial shading for smoke particles

74. Finalizing the shading network for our smoke particles

75. Duplicating particle emitters in 3ds Max

76. Starting to create an animated lightning bolt in 3ds Max

77. Creating control objects for the animated lightning bolt

78. Finalizing the movement and the materials for the lightning bolt

79. Lighting and Rendering Overview

80. Overview of the various 3ds Max light types

81. Exploring the parameters of 3ds Max lights

82. Switching the 3ds Max rendering engine

83. Working with Shadow Maps in 3ds Max

84. Using Raytrace shadows in 3ds Max

85. Matching 3ds Max camera to a live-action background

86. Rendering photographic environments in 3ds Max

87. Matching lights to a photographic environment

88. Using the 3ds Max Skylight to create secondary lighting

89. Rendering an animated sequence from 3ds Max


Download Links


http://uploading.com/files/c2mb4196/DT-Intro.to.3DsMax.2011.part1.rar/
http://uploading.com/files/c8ae8c51/DT-Intro.to.3DsMax.2011.part8.rar/
http://uploading.com/files/m16c336a/DT-Intro.to.3DsMax.2011.part7.rar/
http://uploading.com/files/27bm258f/DT-Intro.to.3DsMax.2011.part6.rar/
http://uploading.com/files/bf2bba81/DT-Intro.to.3DsMax.2011.part5.rar/
http://uploading.com/files/mbb61524/DT-Intro.to.3DsMax.2011.part4.rar/
http://uploading.com/files/2af8814d/DT-Intro.to.3DsMax.2011.part3.rar/
http://uploading.com/files/6m2ff869/DT-Intro.to.3DsMax.2011.part2.rar/

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  3. thank you ^^ thank you very much

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