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[Digital Tutors] Introduction to 3ds Max 2011 [2010, ENG] http://5.45.70.241/viewtopic.php?f=520&t=25806 |
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Автор: | Релизер [ 2011-11-24 16:43 ] |
Заголовок сообщения: | [Digital Tutors] Introduction to 3ds Max 2011 [2010, ENG] |
#777 Introduction to 3ds Max 2011 Год выпуска: 2010 Производитель: Digital Tutors Сайт производителя: http://www.digitaltutors.com Продолжительность: 11 часов 37 минут Тип раздаваемого материала: Видеоурок Язык: Английский Описание: 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. 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 Файлы примеров: присутствуют Формат видео: FLV Видео: VP6 782x646 Aspect Ratio 4:3 15,000 кадр/сек 293 Кбит/сек Аудио: MPEG Audio 44,1 КГц 1 канал 96,0 Кбит/сек |
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