3ds Max Fundamentals: 3D Modeling and Look Development
3ds Max Fundamentals: 3D Modeling and Look Development, available at $74.99, has an average rating of 4.41, with 123 lectures, based on 223 reviews, and has 830 subscribers.
You will learn about How to use 3ds Max in general Understand many important computer graphics concepts Polygonal-based 3D modeling Spline-based 3D modeling Subdivision 3D modeling 3D modeling with precision Look development fundamentals using the Physical material and Arnold renderer Different texturing methods including Procedural shaders, PBR, and Substance Different UV mapping techniques including UV Projection and UV Unwrapping This course is ideal for individuals who are Complete beginners who have never used a 3D application before or Intermediate level users who want to sharpen their skills further or Architects or interior designers who want to learn 3D furniture modeling It is particularly useful for Complete beginners who have never used a 3D application before or Intermediate level users who want to sharpen their skills further or Architects or interior designers who want to learn 3D furniture modeling.
Enroll now: 3ds Max Fundamentals: 3D Modeling and Look Development
Summary
Title: 3ds Max Fundamentals: 3D Modeling and Look Development
Price: $74.99
Average Rating: 4.41
Number of Lectures: 123
Number of Published Lectures: 123
Number of Curriculum Items: 123
Number of Published Curriculum Objects: 123
Original Price: $124.99
Quality Status: approved
Status: Live
What You Will Learn
- How to use 3ds Max in general
- Understand many important computer graphics concepts
- Polygonal-based 3D modeling
- Spline-based 3D modeling
- Subdivision 3D modeling
- 3D modeling with precision
- Look development fundamentals using the Physical material and Arnold renderer
- Different texturing methods including Procedural shaders, PBR, and Substance
- Different UV mapping techniques including UV Projection and UV Unwrapping
Who Should Attend
- Complete beginners who have never used a 3D application before
- Intermediate level users who want to sharpen their skills further
- Architects or interior designers who want to learn 3D furniture modeling
Target Audiences
- Complete beginners who have never used a 3D application before
- Intermediate level users who want to sharpen their skills further
- Architects or interior designers who want to learn 3D furniture modeling
In this online course, you will learn the fundamentals of 3D skills using 3ds Max. Including different techniques of 3D modeling, composing materials and textures, and in-depth UV Unwrapping techniques. This course is designed for beginners to intermediate-level users. So if you have never used 3ds Max before, don’t worry, because the lessons at the beginning of this course are designed just for you. The curriculum is carefully crafted so you can master 3ds Max quickly and yet seamlessly.
The curriculum overview
You will learn a lot of things in this course. There is just too much to cover in this short description. For more detailed information, you can check the curriculum section. But, just to give you a quick overview of what you will learn. There are a total of 13 chapters in this course outside the introduction chapter.
In the first chapter, you will be introduced to 3ds Max’s UI. You will learn different ways to navigate the viewport and utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects, and how to modify them. You will also learn object selection, object transformation, and so on. In the third chapter, we will focus on scene management. You will learn how to use the “Scene explorer”. Then using layers, groups, etc.
Starting from the fourth chapter, we will focus on 3D modeling. In this chapter, you’ll learn polygonal modeling techniques related to each of the sub-object types. We will cover sub-object selection techniques. Then we will also discuss 3D modeling concepts such as “Normal direction” and “Backface culling”, etc. At the end of this chapter, we will have a project modeling a table lamp product called “Atollo”.
In chapter five, we will focus on precision modeling techniques. We will start with the basics of measurement units. Learn different snapping features, and then learn various tools for aligning objects, and so on. There are 3 projects in this chapter. First, we will model a stool called “Tamtam”. Then we model a side table product called “Etna”. And on the last project, we will model another side table product called “Lack”.
Next, in chapter six, we’re going to build a kitchen counter product called “Werk”. We’ll cover everything from setting up the references. Then modeling the base frame, then the panels, and so on. Until we have a finished model.
In chapter 7, we will focus on spline-based modeling techniques. You will learn the basics such as creating, selecting, and converting spline vertices. Then we move on to learn various techniques of spline editing. After that, you will learn how to turn splines into 3D models. There are a total of 7 projects in this chapter alone. First, you will model a simple S letter logo. Then in the next project model a circular classic ornament. And then model a tileable 3D pattern. Then, you will model a vase product called “Echasse”. Then you will create a crown molding object. In the next project, you will model a table lamp product called “Diana”. And then finally you will create a roman column.
In chapter 8, we will focus on subdivision modeling techniques which are very useful for creating organic-like objects. And then learn compound-based modeling techniques, which basically combine existing 3D objects to create new ones. There are 3 projects in this chapter. The first project is creating a teacup model. Then the second project is creating a washbasin. In the third project, you will create a stool product called “Alma”.
Chapter 9 is a project chapter. In this chapter, we will build a chair product called “Papilio Shell” using subdivision, compound-based modeling techniques, and other related techniques that we have discussed earlier.
Starting from chapter 10, we will shift our focus from 3d modeling to look development. In this chapter you will learn the basics of rendering, and how to use the physical material. We are also going to cover different methods of environment lighting. At the end of this chapter, we will apply what we’ve learned to add lighting and materials to the chair product that we modeled before in the previous chapter.
In chapter 11, we will focus on texturing and basic UV mapping techniques. You will learn different types of textures, from procedural textures, image textures, PBR textures, Substance textures, etc. At the end of this chapter, you will do another project. You will add material and PBR textures onto the kitchen table product that we have modeled in the earlier chapter.
Chapter 12 focuses on the nitty-gritty of UV unwrapping techniques. After learning the tools provided, we will explore different approaches to unwrap 3D objects. From the automatic method, projection method, peel seams method, and so on. In this chapter, we will have 2 projects. The first is creating a low poly barrel. And second is creating a product packaging.
In chapter 13, we will have the last project related to look development, which is creating a chair product called “San Marco”. Because each part of the model is different, we will use different UV unwrapping techniques that best suit the model’s part. Here is the result of the final project.
The outcome
After completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You’ll gain a significant amount of 3D modeling and look development skills. Not to mention you will understand a lot of important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.
Course Curriculum
Chapter 1: INTRODUCTION
Lecture 1: Introduction
Lecture 2: Conventions and disclaimer
Lecture 3: Download the exercise files here
Chapter 2: USER INTERFACE
Lecture 1: 3ds Max UI
Lecture 2: Viewport navigation
Lecture 3: Alternative navigation methods
Lecture 4: Display settings and startup file
Chapter 3: BASIC OBJECT OPERATIONS
Lecture 1: Create and modify objects
Lecture 2: Object selection
Lecture 3: Transformation
Lecture 4: Pivot point
Lecture 5: Transformation settings
Lecture 6: Modifier
Lecture 7: Object duplication
Chapter 4: SCENE MANAGEMENT
Lecture 1: Managing objects
Lecture 2: Scene explorer
Lecture 3: Layer management
Lecture 4: Selection set and group
Chapter 5: EDITABLE POLY MODELING
Lecture 1: Primitive vs Editable
Lecture 2: Editable poly basic operations
Lecture 3: Sub-object basic selection
Lecture 4: Ring and Loop selection
Lecture 5: Selection conversion and preferences
Lecture 6: Normal direction and backface culling
Lecture 7: Edge modeling techniques
Lecture 8: Cut and slice techniques
Lecture 9: Surface smooth shading
Lecture 10: Capping holes and Edge extrusion
Lecture 11: Bridge
Lecture 12: Polygon modeling techniques
Lecture 13: Project: Oluce Atollo table lamp
Chapter 6: PRECISION MODELING
Lecture 1: Measurement unit
Lecture 2: Project: Tamtam stool
Lecture 3: Scale modes
Lecture 4: Resetting transformation
Lecture 5: Resizing objects precisely
Lecture 6: Snapping
Lecture 7: Smart Extrude
Lecture 8: Project: Etna side table
Lecture 9: Aligning objects
Lecture 10: Project: Lack side table
Chapter 7: PROJECT KITCHEN COUNTER
Lecture 1: What we are going to create
Lecture 2: Setting up the references
Lecture 3: Modeling the base frame
Lecture 4: The feet and top surface
Lecture 5: The panels and handles
Chapter 8: SPLINE MODELING
Lecture 1: Introduction to spline
Lecture 2: Line creation and spline vertex types
Lecture 3: Spline creation exercise
Lecture 4: Adding and deleting
Lecture 5: Spline modification
Lecture 6: Spline Boolean
Lecture 7: Cross-insert, Weld, and Trim
Lecture 8: Extrude modifier
Lecture 9: Project: S letter logo
Lecture 10: Project: Circular ornament
Lecture 11: Project: Tileable 3D pattern
Lecture 12: Lathe modifier
Lecture 13: Project: Echasse vase
Lecture 14: Bevel profile modifier
Lecture 15: Project: Crown molding
Lecture 16: Project: Abbyson Diana table lamp
Lecture 17: Project: Roman column
Chapter 9: SUBDIVISION AND COMPOUND MODELING
Lecture 1: Subdivision modeling introduction
Lecture 2: Project: Teacup
Lecture 3: Using non-quad polygons
Lecture 4: Avoiding concave polygons
Lecture 5: Project: Washbasin
Lecture 6: Introduction to 3D Boolean
Lecture 7: Advanced reference image setup
Lecture 8: Project Alma 2525 JR stool
Lecture 9: Conform introduction
Chapter 10: PROJECT PAPILIO SHELL CHAIR
Lecture 1: What we are going to create
Lecture 2: Setting up 3 sided reference
Lecture 3: The seat
Lecture 4: The legs
Lecture 5: The support
Chapter 11: LOOK DEVELOPMENT BASICS
Lecture 1: Renderer basics
Lecture 2: Material basic concepts
Lecture 3: Material editor
Lecture 4: Material browser categories
Lecture 5: Assigning and picking materials
Lecture 6: Sample slots
Lecture 7: Material library
Lecture 8: Multi sub-object material
Lecture 9: ActiveShade
Lecture 10: Color models
Lecture 11: Bit depth and high-range images
Lecture 12: Environment lighting
Instructors
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Widhi Muttaqien, S.Kom, MMSI
Entrepreneur and lecturer in Computer Graphics disciplines
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 3 votes
- 3 stars: 4 votes
- 4 stars: 56 votes
- 5 stars: 159 votes
Frequently Asked Questions
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