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Digital Tutors:Introduction to modelling in 3Ds Max


Learn a fundamental workflow to Polygon, NURBS, and Splined-based modeling and time-saving techniques to creatively utilizing the robust tools available in 3ds Max. Contains nearly 4 hours of self-paced training for artists new to modeling in 3ds Max and experienced artists seeking a refresher.

Popular highlights include: NURBS Workflow; Polygon Workflow; Splines and Patches Workflow; Scene Organization with Layers; Smoothing Methods; Working with Sub-objects; Sub-object Selection Methods; Adding Viewport Background Images; Scale Deformation

; Cloning Geometry and Shapes; Mirroring Geometry; Sweep Modifier; Shell Modifier; Symmetry Modifier; Surface Modifier; FFD Modifiers; Lathe Modifier; Modifier Stack; Moving Pivot Points; Transforming Geometry and Shapes; Modifying Creation Parameters; Creating Booleans; Attaching and Detaching Objects; Welding Vertices; Rendering and Viewing Curves; HSDS Modifier for Subdivision Surfaces

Lesson
Working with polygons
In this lesson we will get a basic overview of working with polygons in 3DS Max.
Working with NURBS
In this lesson we will explore NURBS geometry in 3DS Max.
Working with smoothing and subdivision surfaces
In this lesson we will look at a variety of ways to smooth geometry.
Working with splines and patches
In this lesson we will learn to create geometry using splines and patches.
Project overview and interface setup
In this lesson we will preview the final modeling project and create a custom interface.
Adding viewport background images

In this lesson we will add reference art using Viewport Backgrounds.
Setting up a layer scale template
In this lesson we will create a template for building the geometry of the knife.
Building pivot geometry with primitives
In this lesson we will use primitive geometry to create the pivots for the knife.
Adding resolution to the pivot
In this lesson we will use Connect to add resolution to the pivot geometry.
Building a full section from the pivot geometry
In this lesson we will build a full section of the knife from the pivot geometry.
Creating caps from the full section
In this lesson we will use the section geometry to build the top and bottom caps.
Modeling the saw
In this lesson we will use the Bevel tool to build the saw for the knife.
Building the screwdriver
In this lesson we will use the Lathe modifier to build the small screwdriver.
Finishing the saw layer
In this lesson we will finish out the saw layer geometry.
Modeling the magnifying glass
In this lesson we will use the Sweep Modifier to build the magnifying glass.
Building the small knife
In this lesson we will use some NURBS tools to build a small knife blade.
Finishing the magnifying glass layer
In this lesson we will finish building geometry for the magnifying glass layer.
Modeling the bottle opener
In this lesson we will use primitive geometry to build the can opener.
Finishing the bottle opener layer
In this lesson we will use the full section geometry to fill out the can opener layer.
Building the corkscrew
In this lesson we will build the corkscrew using a helix spline.
Starting the scissors
In this lesson we will start to build the scissors using the HSDS modifier.
Finishing the scissors layer
In this lesson we will duplicated modeled geometry and complete the scissors.
Creating the large knife blade
In this lesson we will build the large knife blade from splines.
Adding an indentation and hilt to the large blade
In this lesson we will add various details to the large knife blade.
Finishing the large knife blade layer
In this lesson we will use Booleans to finish building the large knife blade layer.
Assembling the parts of the knife
In this lesson we will begin to assemble the modeled geometry into a completed knife.
Building the chain connector
In this lesson we will use multiple splines to build the flat connector for the key chain.
Modeling the chain
In this lesson we will use a Path Constraint to build the key chain links.
Adding the key ring
In this lesson we will use a helix to attach a key ring to the chain.
Adding materials to the knife
In this lesson we will add some appropriate materials to the pieces of the knife.
Setting up UVs on the knife
In this lesson we will set up some UVs on the knife that will allow us to add a logo.
Adding a logo to the knife
In this lesson we will use a Blend Material to add the logo to the knife.

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Digital Tutors:Introduction to Mental ray


Learn an essential workflow to rendering with mental ray and techniques for fully utilizing the tools available inside 3ds Max to save time and see better results. Contains over 2 hours of project-based training for artists new to mental ray and experienced artists seeking a refresher.

Popular highlights include: mental ray Overview; Global Illumination Workflow; Final Gather Workflow; Caustics Workflow; Emitting GI Photons from Light Sources; Photon Energy and Decay Parameters; Controlling Final Gather Accuracy; Adding Secondary Final Gather Bounces; Mixing Final Gather and Global Illumination; Saving and Reusing Lighting Data; Image-based Lighting; HDR Exposure Controls; Emitting Caustic Photons from Lights; Optimizing Caustic Photon Use; Subsurface Scattering Shader; Ambient Occlusion Shader; mental ray Architectural Material; Utilizing the Material Editor; Contour Line Rendering; Using Render Elements; Scene States; Compositing Rendered Passes


Lesson
1.Introduction
2.Setting Mental ray as the default renderer
3.Using Photon-based Global Illumination
4.Adjusting the photon properties of lights
5.using Final gather in mental ray
6.Combining Global illumination and Final Gather
7.Saving and reusing indirect illumination Data
8.Setting up image-based lightning in mental ray
9.Using and optimizing caustic photons
10.Exploring mental ray's archcitectural Materials
11.Overview of the mental ray car paint shader
12.Using Subsurface Scattering in mental ray
13.Utilizing ambient occlusion to enhance shadows
14.Adding depth of field effects to renders
15.Rendering a depth of field pass for compositing
16.Special mental ray light parameters
17.Understanding contour outlines
18.Using Render Elements for compositing purposes
19.Compositing multiple render passes
20.Using Scene States to output multiple renders

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