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Introducing 3ds Max 2021

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DIGITAL DELIVERY | INSTANT DOWNLOAD | PRICE: 5.00 USD | SIZE: 3.00 GB | FORMAT: VIDEO | LANGUAGE: ENGLISH

 

 

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Download size: 3.00 GB

 

 

001 – Introducing 3ds Max 2021
002 – Using the exercise files
003 – Choosing a workspace
004 – Setting preferences
005 – Using project folders
006 – Getting familiar with the interface
007 – Customizing a workspace
008 – Customizing background and grid colors
009 – Creating primitives with keyboard entry
010 – Creating primitives interactively with the mouse
011 – Position objects with Select and Move
012 – Rotate and scale objects
013 – Navigating in viewports
014 – Orbit and viewport Undo
015 – Saving time with keyboard shortcut hotkeys
016 – Customizing hotkeys
017 – Choosing viewport shading modes
018 – Advanced viewport settings and presets
019 – Configuring viewport layouts
020 – Specifying display units
021 – Specifying system units
022 – Defining the home grid
023 – Saving a maxstart.max template scene
024 – Merging scenes
025 – Duplicating object instances with Array
026 – Clone objects with transforms
027 – Introducing snap
028 – Precision transforms with Grid and Snap
029 – Outlining object names with Scene Explorer
030 – Collecting objects in groups
031 – Managing display layers
032 – Controlling object and layer display properties
033 – Understanding XREF external references
034 – Creating an XREFrecord
035 – Moving objects in reference coordinate systems
036 – Rotating objects in reference coordinate systems
037 – Manipulating objects around a Transform Coordinate Center
038 – Using Isolate Selection and Lock Selection
039 – Selecting in Window and Crossing modes
040 – Creating shapes
041 – Editing Bezier splines
042 – Setting shape detail with interpolation
043 – Modeling with the Extrude modifier
044 – Extruding along a path with the Sweep modifier
045 – Exporting paths from Adobe Illustrator
046 – Importing Illustrator paths to 3ds Max
047 – Adding a Bevel modifier
048 – Controlling level of detail for a Bevel modifier
049 – Modeling typography with TextPlus
050 – Manipulating and fine-tuning TextPlus
051 – Deforming an object with a modifier
052 – Layering deformers in the modifier stack
053 – Defining polygon level of detail
054 – Passing a selection up the stack
055 – Understanding topology dependence
056 – Versioning and collapsing the stack
057 – Preparing Boolean operands
058 – Combine volumes with Boolean Compound Objects
059 – Adding edges with QuickSlice
060 – Adding edges with Cut
061 – Hardening polygon edges with the Smooth modifier
062 – Using the Modeling ribbon
063 – Simplifying geometry with Remove
064 – Branching with Editable Poly Extrude
065 – Detailing a mesh
066 – Rounding corners with chamfer
067 – Understanding subdivision surfaces
068 – Best practices for modeling subdivision surfaces
069 – Box modeling for subdivision surfaces
070 – Modeling with the Symmetry modifier
071 – Modeling curvature with Soft Selection
072 – Refining geometry with SwiftLoop
073 – Constraining sub-object transforms
074 – Correcting a seam with Non-Uniform Scale offset
075 – Sharpening corners with edge crease
076 – Baking subdivisions
077 – Creating a physical camera and target
078 – First-person camera navigation in viewports
079 – Enabling Safe Frames
080 – Setting resolution and aspect ratio in Render Setup
081 – Creating a free camera
082 – Rotating in Gimbal coordinate space
083 – Setting rotation Axis Order to emulate a tripod
084 – Previewing renders with ActiveShade
085 – Creating photometric lights
086 – Adjusting light intensity and color
087 – Adjusting light shape
088 – Controlling spotlight parameters
089 – Using the Light Explorer
090 – Illuminating with an environment color
091 – Illuminating with an HDRI environment
092 – White balancing an environment
093 – Separating environment from background
094 – Creating a sun and sky
095 – Using the Slate Material Editor
096 – Assigning materials to objects
097 – Managing scene materials
098 – Managing sample slots
099 – 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 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

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