3ds Max 2022基础训练

3ds Max 2022基础训练

3ds Max以建模和渲染而闻名。其优势在建筑、制造、游戏开发、工业设计和动画方面发挥了作用。从建模和纹理到照明和渲染,有数十种技术需要掌握。在本课程中,讲师Aaron F.Ross介绍了3D艺术家创建专业模型和动画所需的基本技能。


  • 英文名称:3ds Max 2022 Essential Training
  • 时长:11小时2分
  • 字幕:英语


  1. Introducing 3ds Max 2022
  2. Using the exercise files
  3. Choosing a workspace
  4. Setting preferences
  5. Using project folders
  6. Getting familiar with the interface
  7. Customizing a workspace
  8. Customizing background and grid colors
  9. Creating primitives with keyboard entry
  10. Creating primitives interactively with the mouse
  11. Position objects with Select and Move
  12. Rotate and scale objects
  13. Navigating in viewports
  14. Orbit and viewport Undo
  15. Saving time with keyboard shortcut hotkeys
  16. Customizing hotkeys
  17. Choosing viewport shading modes
  18. Advanced viewport settings and presets
  19. Configuring viewport layouts
  20. Specifying display units
  21. Specifying system units
  22. Defining the home grid
  23. Saving a maxstart.max template scene
  24. Merging scenes
  25. Duplicating object instances with Array
  26. Clone objects with transforms
  27. Introducing snap
  28. Precision transforms with Grid Snap
  29. Outlining object names with Scene Explorer
  30. Collecting objects in groups
  31. Managing display layers
  32. Controlling object and layer display properties
  33. Understanding XRef external references
  34. Creating an XRef record
  35. Moving objects in reference coordinate systems
  36. Rotating objects in reference coordinate systems
  37. Manipulating objects around a transform center
  38. Using Isolate Selection and Lock Selection
  39. Selecting in Window and Crossing modes
  40. Creating shapes
  41. Editing Bezier splines
  42. Setting shape detail with interpolation
  43. Modeling with the Extrude modifier
  44. Extruding along a path with the Sweep modifier
  45. Exporting paths from Adobe Illustrator
  46. Importing Illustrator paths to 3ds Max
  47. Adding a Bevel modifier
  48. Controlling level of detail for a Bevel modifier
  49. Modeling typography with TextPlus
  50. Manipulating and fine-tuning TextPlus
  51. Deforming an object with a modifier
  52. Layering deformers in the modifier stack
  53. Defining polygon level of detail
  54. Passing a selection up the stack
  55. Understanding topology dependence
  56. Versioning and collapsing the stack
  57. Preparing Boolean operands
  58. Combine volumes with Boolean compound object
  59. Adding edges with QuickSlice
  60. Adding edges with Cut
  61. Hardening polygon edges with the Smooth modifier
  62. Using the Modeling ribbon
  63. Simplifying geometry with Remove
  64. Branching with Editable Poly Extrude
  65. Detailing a mesh
  66. Rounding corners with Chamfer
  67. Understanding subdivision surfaces
  68. Best practices for modeling subdivision surfaces
  69. Box modeling for subdivision surfaces
  70. Modeling with the Symmetry modifier
  71. Modeling curvature with Soft Selection
  72. Refining geometry with SwiftLoop
  73. Constraining sub-object transforms
  74. Correcting a seam with Align to View
  75. Sharpening corners with edge crease
  76. Baking subdivisions
  77. Creating a physical camera and target
  78. First-person camera navigation in viewports
  79. Enabling Safe Frames
  80. Setting resolution and aspect ratio in Render Setup
  81. Creating a free camera
  82. Rotating in Gimbal coordinate space
  83. Setting rotation axis order to emulate a tripod
  84. Interactive production rendering
  85. Creating photometric lights
  86. Adjusting light intensity and color
  87. Setting exposure control
  88. Adjusting light shape
  89. Controlling spotlight parameters
  90. Using the light explorer
  91. Illuminating with an environment color
  92. Illuminating with an HDRI environment
  93. Separating environment from background
  94. Creating a sun and sky
  95. Using the Slate Material Editor
  96. Assigning materials to objects
  97. Managing scene materials
  98. Managing sample slots
  99. 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 Quicksilver 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