Introduction to 3ds Max for Games and Film
Introduction to 3ds Max for Games and Film, available at $19.99, has an average rating of 3.88, with 37 lectures, based on 4 reviews, and has 22 subscribers.
You will learn about Students will be able to understand better production workflows to create more efficient meshes without all the clutter often found within any given program. The students will be able to navigate the polygonal modeling process and become better acquainted to the tools and functionalities of 3ds Max Give the students a clear grasp of the production process, from references to completed mesh creation to UV unwrapping and baking maps. Understand the basics of 3d modeling as it applies to making games or film This course is ideal for individuals who are This course is designed for those wanting to learn how to use 3ds Max It is particularly useful for This course is designed for those wanting to learn how to use 3ds Max.
Enroll now: Introduction to 3ds Max for Games and Film
Summary
Title: Introduction to 3ds Max for Games and Film
Price: $19.99
Average Rating: 3.88
Number of Lectures: 37
Number of Published Lectures: 37
Number of Curriculum Items: 37
Number of Published Curriculum Objects: 37
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Students will be able to understand better production workflows to create more efficient meshes without all the clutter often found within any given program.
- The students will be able to navigate the polygonal modeling process and become better acquainted to the tools and functionalities of 3ds Max
- Give the students a clear grasp of the production process, from references to completed mesh creation to UV unwrapping and baking maps.
- Understand the basics of 3d modeling as it applies to making games or film
Who Should Attend
- This course is designed for those wanting to learn how to use 3ds Max
Target Audiences
- This course is designed for those wanting to learn how to use 3ds Max
Most programs have a multitude of buttons, gizmos and menus that often clutter up and confuse students as to where everything is and what they’re mostly likely going to use in a production atmosphere. This course is designed to focus on what the student is going to need to know to start and finish any model they choose to undertake to create.The UI, and customization of same, will be explored as well the major creation methods and using sub-object functions (vertex, edge, polygon, element) to their best advantage. From using photo references, the student will be able to clearly and concisely model parts and refine details to create finished meshes.
They’ll learn to use smoothing groups to best advantage when applying modifiers (turbo smooth) and why such smoothing groups are important. After completing the mesh, the student will then be exposed to UVs and the new unwrap features found in 3DS Max 2017 to facilitate the speed in which the meshes can be unwrapped and laid out for proper texture usage. Finally, the students will be taught how to bake a simple ambient occlusion map quickly and easily to help give their meshes a more believable three dimensional quality so that they can then create the colours for the model as they see fit and blend into the AO to create a usable model.
More about the instructor:
Having 25 years of experience in the videogame development/entertainment arenas, I’m well versed in a variety of programs and production pipelines and strive to work as cleanly and efficiently as possible. Having done pretty much everything, I enjoy getting to share my knowledge and experience in the hopes that I can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.
Course Curriculum
Chapter 1: Blocking in the Shapes
Lecture 1: Download Course Files Here!
Lecture 2: Intro
Lecture 3: Exploring the UI
Lecture 4: Start Building with Primitives
Lecture 5: Extruding and Reshaping
Lecture 6: Building the Main Housing
Lecture 7: Creating the Grip
Lecture 8: Creating the Coil and Duplicating Meshes
Chapter 2: Smaller Detail Pass
Lecture 1: Intro
Lecture 2: Creating the Trigger from a Tube
Lecture 3: Creating Energy Coils and Cutting in Details
Lecture 4: Adding Screws and Blending into Mesh
Lecture 5: Symmetry and More Screws
Lecture 6: Unwrapping and Setting up UVs
Lecture 7: Baking AO Maps
Chapter 3: Facial Refinement and Details
Lecture 1: Intro
Lecture 2: Robotic Schematics
Lecture 3: From the Mouth to the Head
Lecture 4: Creating the Eyebrows and Nose
Lecture 5: The Eyes Have It
Lecture 6: Big Ears and More Brains
Lecture 7: Finishing Touches
Chapter 4: Refining the Body Geometry
Lecture 1: Intro
Lecture 2: Creating the Eye Bulbs and Body Shape
Lecture 3: Body Peripherals
Lecture 4: Creating Back Dials and Seam Edges
Lecture 5: Reusing the Body Mesh to Create the Leg
Lecture 6: Polishing off the Shoe and Creating Some Brains
Lecture 7: Finishing Touches
Chapter 5: Wrapup on Modeling, UVW Unwrapping, and AO Baking
Lecture 1: Intro
Lecture 2: Constructing the Upper Arm
Lecture 3: From the Upper Arm to Wrist
Lecture 4: The Claw, the Claw!
Lecture 5: Refining the Claw Hands
Lecture 6: Adjusting the Hands and Adding Details All Over
Lecture 7: Unwrapping UVs and Baking an AO Map
Lecture 8: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
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- 3 stars: 2 votes
- 4 stars: 1 votes
- 5 stars: 1 votes
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