Tutorial 3Ds Max
CG Academy 3Ds MAX Workflow Fundamental 1
DVD 1 3DMax | 5 jam 26 Menit | 2,15GB
When working on a production, its common to work as a part of a large team, with each member working on a specific area of that project. This is reflected within the software itself, with each part of the software targeting a specific need such as modelling, texturing, lighting, and particle effects. CG Academy caters to these disciplines with an in depth series of DVDs on each skill set.
However, within our Workflow series, we look beyond these specific areas to the global concerns of our package of choice and production as a whole. We also explore features that define your software, for instance with 3dsmax we look at how we can use its prodecural design within our workflow. You can think of workflow as the glue that bonds the various disciplines together, how we move from modelling to texturing, from finished models to rigging them and so on, giving us a greater insight into the wider topic of 3d computer graphics.
Content:
Chapter 01: The Viewports
An introduction to 3dsmax’s basic Viewport layout, how to navigate around it and how to customize it to your preference.
Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.
Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.
Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.
Chapter 05: The Menus
A brief introduction to the menu system options.
Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the time-line and so on.
Chapter 09: Modelling
An introduction to basic poly-modelling workflow
Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.
Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.
Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.
Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.
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