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3DS Max 2010 syllabus

Introduction

Welcome

How to use this title

Using the exercise files

1. Getting Started

Getting a handle on the production process

Understanding the importance of traditional art concepts and principles

Using reference material

Understanding 3D space

Improving your workflow

The built-in help system

2. Interface Essentials

Getting to know the interface

Getting around in the viewports

Controlling how 3ds Max measures

Customizing the interface

Useful right-click commands

3. Working with Files

Starting a new project

Opening, importing, and merging files

Saving and exporting files

Holding and fetching files


3DS Max 2010 syllabus
Summary info and object properties

4. Working with Objects

Selection techniques

Naming objects

Reading the Transform Gizmo

Moving objects

Rotating objects

Scaling objects

Coordinating systems

Understanding pivot points

Hiding and freezing objects

Making copies

Grouping objects

5. Creating Off-the-Shelf Geometry

Creating standard primitive objects

Creating extended primitive objects

Creating shapes

Creating lines

Creating architectural objects

Project: Creating a car axle and wheels

6. Specific Modeling Techniques

Extruding objects
3DS Max 2010 syllabus
Lathing objects

Lofting objects

The Boolean commands

Box modeling

Building a chandelier with box modeling

Paint deformation

Patch modeling

NURBS modeling

Surface normals

7. Project: Constructing an Oscillating Fan

Building the stand

Building the motor housing

Building the fan blades

Building the fan blade cage

Adding the electrical cord

Adding the hardware

8. Working at the Sub-Object Level

Understanding sub-object types

Selecting sub-objects

Converting or using a modifier

Transforming sub-objects

Using 2D sub-object modeling commands


3DS Max 2010 syllabus
Using 3D sub-object modeling commands

Ignoring backfacing

Making soft selections

9. Working with Modifiers

Understanding the modifier stack

Working with the modifier stack

Understanding modifier order

Applying modifiers in the middle of the stack

Copying and pasting modifiers

Collapsing the stack

Using freeform deformation modifiers

Using the flex modifier

Using the lattice modifier

Modifying hair and fur

Using modifiers that reduce geometry

Applying modifiers at the sub-object level

10. Materials and Mapping

Building materials

Understanding the material editor interface

Controlling the main body color

Adding and controlling shine

Controlling transparency
3DS Max 2010 syllabus
Using self-illumination

Applying materials

Retrieving a scene material

Designing a complex material

Creating rough surfaces with bump maps

Using reflection maps

Using opacity maps

Editing maps

Building a multi sub-object material

Taking advantage of material libraries

Mapping coordinates

Using sub-object mapping

Using the UVW unwrap modifier

Using Photoshop to edit maps

Applying materials to an oscillating fan

11. Lighting

Comparing real-world and computer lights

Identifying the types of lights in 3ds Max

Applying omni lights

Using spot lights

Controlling shadows

Adjusting how far a light shines


3DS Max 2010 syllabus
Excluding objects from light

Using projector lights

Setting light volume

Setting global illumination

Lighting a scene

12. Cameras

Comparing real-world and computer cameras

Identifying Max's camera types

Camera viewport navigation

Changing a camera's lens length

Controlling focus with depth of field

Applying motion blur

Using clipping planes

Activating a show safe frame

Putting a camera on a path

Locking a camera onto an object

13. Animation

Understanding the principles of animation

Understanding the animation process

Controlling animation

Animating with auto key

Animating with set key


3DS Max 2010 syllabus
Moving keyframes

Copying keyframes

Deleting keyframes

Using the Dope Sheet

Using the Curve Editor

Linking and unlinking objects

Animating an object along a path

Animating an oscillating fan

14. Rendering

Rendering techniques

Using active shade

Creating previews

Using the RAM player

Saving a rendering

Loading background images

Using mental ray

Conclusion

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