[RS.com] Collection of 3DS Max Intoductory Videos
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[RS.com] Collection of 3DS Max Intoductory Videos
Hey guys! Here's yet another compilation thread by yours truly. This topic is going to be updated from time to time with new uploads, so keep your eyes peeled!
With that, here we go.
Digital Tutors Introduction to Modeling
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.
Download:
Eat 3D Max 101
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In this demonstration the instructor starts off by walking the viewer through the many fundamental concepts and techniques necessary to create a successful project. He starts off with a tour of the 3ds Max interface stopping at key areas to discuss proper viewport navigation, selecting objects, moving objects around your scene and combining basic shapes to flesh out an idea.
Once the foundation is in place, the instructor takes the viewer through a wide range of techniques for modeling, texturing, lighting, and animating their creations to complete a city scene. The viewer is given the context necessary to take the core techniques and apply them successfully to whatever their end goal or respective industry may be.
About the Instructor:
Eric Maslowski has worked in the realm of CG for well over a decade. Jumping between the many seemingly disparate fields of virtual reality, architectural and medical visualization, game development and film special effects; he has found his way to becoming one of a few globally recognized Autodesk Certified Instructors for 3D Studio Max and a rare holder of certification for the latest version of Max. In 2007 he was nominated as a 3D Studio Max "Master" by the CG community.
Download:
CG Academy Workflow Disk I
This DVD introduces the 3dsmax user interface and its unique workflow. In the first half of this DVD you will be taken through all of the user interface elements of 3dsmax, and this exploration continues in the second section where Chris creates a simple scene that demonstrates many core features of 3dsmax.
This DVD is aimed at a basic level 3d user, someone with knowledge of how to operate software in general and with a basic understanding of 3d software concepts. It is designed to give the user an introduction to 3dsmax and not to 3d concepts in general. It is also of particular use to those moving over to 3dsmax from another 3d graphic platform.
Chapter 01: The Viewports
An introduction to 3dsmax?s basic Viewport layout, how to navigate around it and how to customize it to your preference.
Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.
Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.
Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.
Chapter 05: The Menus
A brief introduction to the menu system options.
Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the time-line and so on.
Chapter 09: Modelling
An introduction to basic poly-modelling workflow
Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.
Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.
Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.
Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.
Download:
CG Academy Workflow Disk 2
This DVD is the first of a two part series that introduces Proceduralism within 3dsmax. Chris guides you through the concepts of a nodal architecture by looking at practical examples in 3dsmax , Maya and Houdini , and goes on to show how it is accessed in Max via its Stack interface. He then continues onwards to show how large and small elements can be instanced, and outlines important issues such as stack evaluation and topological dependency.
This DVD is aimed at a user of Fundamental to Intermediate level. It is intended to give a good grounding in the Procedural concepts and workflows in 3dsmax, and also as a strong foundation upon which the user can build their skills in DVD 2 in this series Procedural Techniques .
CH 01: What Is Proceduralism?
A brief introduction to the concepts that lie behind Proceduralism, such as Nodes, Parameters and Controllers.
CH 02: Working With Nodes & Proceduralism
To give us a broader insight into what a Procedural workflow is, in this chapter we take a brief look at the same procedural task tackled in 3 different packages, 3dsmax (of course), Maya and also Houdini.
CH 03: The Stack, Friend or Foe?
The Stack can be a daunting and confusing prospect to new users of 3dsmax and 3D software in general. Here we look at how it can be used to make our workflow easier and more flexible.
CH 04: Instancing & Referencing
An important feature of most Procedural systems is the ability to share and re-use nodes, parameters and controllers across the package. We look at what this offers us here...
CH 05: Base Objects & Conversion
All objects in 3dsmax are based on a number of core base geometry types, we look at them here and how we can convert between them at will.
CH 06: Working With The Stack
Here we return to the Stack to look at how it functions in more detail. How we can manipulate the modifiers to do what we want and gain mastery over this crucial 3dsmax interface element.
CH 07: The Modifiers
The Modifiers are the elements that we use to build our procedural systems via the Stack. Here we run through the functionality of each major group briefly.
CH 08: Passing It On & Topological Dependency
Some Modifiers and situations are such that they are totally dependant on the geometry and sub selections passed to them. We explore those issues here.
CH 09: Experimentation Without Risks
Finally we look at how a procedural workflow also allows us to experiment during our workflow with no real risk, and also how to use proceduralism to fix errors we may have made during modelling.
Download:
CG Academy Modeling Fundamentals Disk 1
This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space. Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems. Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling. Its topics are wide ranging and form a foundation for the DVDs that follow in this series.
CH 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace.
CH 02: Keyboard Shortcuts & Interface
Then we look at the most commonly used keyboard shortcuts and user interface features for modelling.
CH 03: What Are Polygons?
Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.
CH 04: Editable Mesh & Editable Polygons
Then we learn the differences between the two current polygon mesh types in 3dsmax.
CH 05: Primitives & Tessellation
Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons.
CH 06: Coordinate Systems
We then explore what Coordinate Systems are and how they define our 3D world.
CH 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling.
CH 08: Pivots & Custom Grids
Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids.
CH 09: Modifiers & The Stack
Now we look at one of 3dsmax's main features and key methods for altering primitives, Modifiers and the Stack.
CH 10: Spacewarps
A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured.
CH 11: Basic Primitive Usage
Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.
CH 12: Using The Bend Modifier
Having created a number of simple model elements we now modify some of them using the Bend Modifier.
CH 13: The U-Bend & Finishing Up
And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections.
Download:
CG Academy Modeling Fundamentals Disk 2
This DVD continues our series on modelling fundamentals by exploring polygonal modelling. You will be shown the key differences between the Edit Mesh and Edit Poly geometry types. You?ll be shown the main elements of mesh editing, including creating polygons from scratch, attaching and detaching meshes, flipping Normals, modifying smoothing groups and material IDs, ring selection and division, bevelling and much more.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD assumes the user has completed DVD1 in this series, or has the skills equivalent to those taught in that DVD.
Chapter 01: EMesh - Structure & SubObjects
Chris starts with a look at the basic elements that make up the Editable Mesh geometry type.
Chapter 02: Creating Faces & Issues
We look at how we can create new faces within an e-mesh from scratch, and also at issues that can arise during face creation and editing.
Chapter 03: Attach/Detach & Weld/Split
Chris then shows us how we can detach parts of the e-mesh into a separate object, and also how we can attach meshes together.
Chapter 04: Manipulation & Soft Selections
Here we learn how we can effectively manipulate the sub elements of the mesh and how to use the soft selection system for more organic adjustments.
Chapter 05: E-Mesh - Smoothing & Material IDs
Now we explore how we can define smoothing boundaries on our mesh and also how to define material ids, allowing more than one material on a single scene object.
Chapter 06: E Poly - Structure & Sub-Objects
Now we have a decent grasp of the E Mesh Chris moves on to explore the E Polys unique features. We make a start with its sub elements.
Chapter 07: Edge-Rings & Loops
A Key feature of the E Poly are the Edge Ring and Loop selection and editing tools. We take a brief look at these features here. (We will return to this topic in-depth in DVD 4 in the series on Sub-D modelling).
Chapter 08: Setting-Up The Go-Cart Frame
Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques.
Chapter 09: Continuing The Frame
Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow.
Chapter 10: Refining The Frame
We then return the basic frame and refine it further in a number of areas using a variety of tools.
Chapter 11: Modelling Tips & Best Practices
With the modelling out of the way Chris runs through a number of modelling tips and best practices.
Chapter 12: Scene Organisation Techniques
And we complete this DVD with a look at some methods you can use to better organize your modelling.
Download:
CG Academy Modeling Fundamentals Disk 3
This DVD continues our look at the fundamentals of modelling in 3dsmax. Here we focus on 3dsmax?s curve based modelling toolset, which is based on Bezier Splines. You?ll be shown how to create Splines from scratch, or via the numerous built in templates. How to edit and combine those Splines into more complex forms. How to use the Extrude, Lathe and Loft Tools to create complex custom surfaces. We continue our series spanning go-cart modelling project. And we conclude with a quick look at Splines use in animation.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1 and 2 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: History Of Curve Primitives
Chris kicks off the DVD with a brief history of how curves were first developed for 3D software in automotive design in France.
Chapter 02: Bezier Curves - Fundamentals 1
We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines.
Chapter 03: Bezier Curves - Fundamentals 2
And we continue by looking at further aspects of Bezier Splines.
Chapter 04: Vertices & Interpolation
For these mathematically perfect curves to be of use we need to convert them first into straight lines and in turn polygons. We look at this issue here.
Chapter 05: Spline Editing & Practical Tips
When working with B-Splines in 3dsmax, there are certain workflows that will give you the best results in the shortest period. Chris runs through how to edit Splines here and gives some tips and tricks.
Chapter 06: Curve Based Modelling Overview
We know how to create Splines and how to edit them. But now we learn how we can convert those curves into 3D forms.
Chapter 07: The Extrude Modifier
We now take a look at the tools for creating 3D forms from Splines. The first method we look at is the relatively simple, yet very useful Extrude Modifier.
Chapter 08: Lathe Modifier
Then Chris shows us how the Lathe Modifier works.
Chapter 09: Loft Compound Object - PT1
And we complete this section by taking an in-depth look at the Loft Compound Object, which can be thought of as a combination Extrude/Lathe tool on steroids.
Chapter 10: Loft Compound Object - PT2
Chris continues his explanation of this comprehensive and flexible tool here.
Chapter 11: Loft Compound Object - PT3
And we conclude this section here by looking at the Loft deformation options.
Chapter 12: Go-Cart Modelling - Steering Column
Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.
Chapter 13: Go-Cart Modelling - Steering Wheel
We continue modelling by creating the carts steering wheel and other elements.
Chapter 14: Go-Cart Modelling - Wheels & Tyres
And we complete this section by modelling the carts wheel hubs and tyres.
Chapter 15: Curves In Animation
And we conclude with a brief look at how Splines can also be used for animation in a number of ways.
Download:
CG Academy Modeling Fundamentals Disk 5
In this DVD we conclude our modelling fundamental series by tackling the subject of sub-division surface modelling. Chris will introduce you to the philosophy and technology behind sub-d surfaces, how to create them within 3dsmax and how to effectively model using them. We use those skills to model a number of elements on our go-cart model. We look at how we can optimize our sub-d workflow, and mix our techniques to more effectively model. And Chris concludes the DVD and series with an exploration of some best working practices and tips and tricks.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1, 2and 3 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: Sub-D Modelling, A History
First we look at how the current implementation of Sub-D modelling came about as a reaction to some of the short-comings of NURBS modelling.
Chapter 02: A NURBS Like Surface
To understand current Sub-Ds, we have to understand NURBS. Here Chris gives you a brief introduction to the anatomy and features of NURBS.
Chapter 03: The Sub-D Surface, Polygon Types
Quad polygons give the best results when working with Sub-Ds, but why? Here Chris explains.
Chapter 04: Controlling Curvature
We now explore a key concept of Sub-Ds, in how you control the curvature of the surface via the proximity of it control points.
Chapter 05: How To Create
We know what they are, and how to control their form. But how do we create these surfaces in the first place?
Chapter 06: The MeshSmooth Modifier
We take an in-depth look here at how the most comprehensive smoothing system works.
Chapter 07: TurboSmooth & NURMS Smoothing
Having mastered the intricacies of the MeshSmooth Modifier, we take a look at the more pared down TurboSmooth and the built in NURMS smoothing in the E-Poly mesh type.
Chapter 08: Editable Poly - Edges
Now Chris takes us through how we can effectively select and model using the E-Polys Edge sub objects.
Chapter 09: Editable Poly - Vertices
And we continue with a similar look at how we can do the same with an E-Polys Vertices.
Chapter 10: Editable Poly - Polygons & Borders
And we complete this section by looking at how we can use the E-Polys Polygon and Border modelling tools.
Chapter 11: Modelling The Cart - Running Boards
Now we return to our series wide modelling project, the go-cart. We make a start here by modelling its running boards using Sub-Ds.
Chapter 12: Modelling The Cart - The Mudguards
We continue modelling by tackling the mudguards using Sub-Ds.
Chapter 13: Modelling The Cart - Hood & Seat
And now Chris shows us how we can model the carts hood and its drivers seat.
Chapter 14: Modelling The Cart - The Drive Cog
And we complete this section by modelling the carts drive cog, which we started in the previous DVD.
Chapter 15: E-Poly & Shell Modifiers
Now we look at how we can use the Sub-D tools and the Shell Modifier to enhance elements we created earlier in this series and this DVD.
Chapter 15: Optimized Smoothing
The smoothing inherent in the Sub-D surface can bog down viewport performance if not handled with care. Here Chris show how to optimize this area.
Chapter 15: Procedural Modelling
Procedural modelling is a workflow that effects all of the areas covered in this series. Here Chris demonstrates what Proceduralism offers.
Download:
CG Academy Advanced Modeling Disk 1
In this DVD Dominic will take your through an advanced and structured approach to Sub-Division based creature modelling. He lays the foundation with a well planned and analyzed set of concept sketches that allow him to plan his models form from the outset. From here he builds the model in three distinct stages, with each stage forming a solid foundation for the next. Finally he takes you through some adjustments steps that give his model that extra realism and to ensure it functions well within a production pipeline.
This DVD is ideal for intermediate and above modellers with a firm understanding of the principles of Sub-Division modelling. Its an invaluable learning resource for modellers working within any production discipline.
CH 01: Modelling Setup & Tools
In this chapter Dominic explains the basic setup that he uses for Sub-Db Modelling and goes on to explain which tools form the core of his modelling tools.
CH 02: Blocking The Basic Form
Once the model is underway Dominic shows how to create the basic form of the model, a very important stage that lays the foundation for all that follows.
CH 03: Primary Detailing (Lower Body)
In the nexy stage Dominic starts to apply the first level of modelling to the lower part of the body.
CH 04: Primary Detailing (Upper Body)
Next the same process is applied to the upper body
CH 05: Primary Detailing (Arm & Head)
And finally to the arms and head
CH 06: Final Detailing (Legs & Lower Body)
Now we have a refined base model we can move on to detailing the various elements, starting here with the legs and lower body.
CH 07: Final Detailing (Upper Body & Arms)
The process is continued on the upper body and arms.
CH 08: Final Detailing (The Head)
And again we conclude with the head area.
CH 09: Final Touches
Now that our model is almost complete, Dominic takes us through a number of procedures that he uses to both ensure its ease of use both others working within your team, and also to improve the models realism.
Download:
CG Academy Advanced Modeling 2
In this DVD Chris Thomas takes you through the modelling of a Hudson J3a Steam train. If you have read Chris?s profile then you?ll know he was responsible for modelling the Great Pyramid of Giza for 2003?s Emmy Nominated Discovery special ?Pyramids?, so who better to guide you through the trials and tribulations of advanced technical modelling. Chris will guide you through many aspects of a modelling project of this scale, including the importance of reference material, best practices, organisation techniques, creating your own simple MAXScripted tools, approaches for modelling many of the elements, and much more.
This DVD is aimed at a user with a good working knowledge of spline and poly modelling, as both schools are combined on this DVD. This is an ideal resource for anyone who may be involved in technical modelling or who wishes to move into the field.
Chapter 01: Defining Your Goals
Just what is it that your model has to be used for, are there any special requirements? We look at these issues here.
Chapter 02: Reference Materials
Reference material is key to a good technical model, we look at the reference types in this chapter.
Chapter 03: Scene Management & Workflow
Some tips on the best practices and workflow to use when working on a large technical model.
Chapter 04: MAXScript Tools
We look at some simple scripted tools and techniques that can make modelling easier.
Chapter 05: Modelling The Main Boiler
We start with our first practical element, the Main Boiler
Chapter 06: Modelling The Firebox
We move on to modelling the Firebox (rear boiler area).
Chapter 07: Modelling The Cab
Then the drivers cab.
Chapter 08: Modelling The Chassis
And then the chassis.
Chapter 09: Modelling The Trailing Truck
We continue by modelling the truck that holds up the Firebox and cab area (Trailing Truck)
Chapter 10: Modelling The Drive Wheels
Then on to the six main drive wheels and their breaking mechanisms.
Chapter 11: Modelling The Pistons/ Mechanisms
In this chapter we look at some of the techniques use in modelling the main pistons, drive rods and associated mechanisms.
Chapter12: Modelling The Front Truck
We quickly run through how the front truck was put together.
Chapter 13: Modelling The Plough
And then on to the Plough (Pilot) the element that fronts the train below the main boiler.
Chapter 14: Modelling The Pipes & Wiring
And we finish off the modelling with a look at how the various pipes and wiring elements were tackled.
Chapter 15: Final Touches & Wrapping Up
Finally we look at the best procedure for passing the model on along the production pipeline.
Download:
Gnomology 3DS Max Introduction
Chapter One: Getting Started
User Interface Overview, Object Creation, Parametric Primitives, Viewport Navigation, Command Panel, Modifiers, The Stack, Coordinate Systems, Gizmos, Modifier Instancing/Sharing, Keyframe Animation, Path Animation, Object Properties, Show and Hide
Chapter Two: Modeling Fundamentals
Compound Objects, Booleans, Autogrid, Shapes, Text, Lathe, Scatter, Modeling with Primitives, Grouping, Grid and Units, Real World Units, Object Pivots, Object Instancing, Mirroring, Selection Centers, Array Tool, NURBS, Polygons, Splines, and Subdivision Surfaces
Chapter Three: Modeling Techniques
Sub-Objects, Preview Selection, Soft Selection, Edit Poly, Extrude, Topological Dependencies, Radial Symmetry, 3D Snaps, Relative vs. Absolute Snap, Angle Snap, Weld, Bevel, Working Pivot, Quickslice, Cut, Slice Tool, Chamfer, Normals, Subdivision Surface Modeling, FFD (Free Form Deformer), Spacing Tool, Import/Merge, Linking
Chapter Four: Texturing
UVs/Mapping coordinates, UV Visualization, Material Editor, Standard Shading Models, Specularity, Bitmap Texture, Bump Mapping, Show Map in Viewport, UVW Mapping, Map Instancing, Material Preview, Material Libraries, Naming Convention, Rename Tool, Multi/Sub-Object, Reflection Maps, Background Color, Skylight, Neutral Lighting
Chapter Five: Lighting
Light Types (Omni, Spot, Directional), Target vs. Free, Decay, Attenuation, Shadow Maps (Resolution, Sample Range, Bias), Raytraced Shadows, Area Shadows, Viewport Lighting and Shadows, Lens Effects, Viewport Layout, Asset Browser, Render Settings, Antialiasing, ActiveShade, Environment Map
Download:
Total Training 3DS Max Introduction
Description: 3d Studio Max is an industry leading application for design visualization, game development and visual effects. 3ds Max is powerful and flexible enough for professionals, but intuitive enough for the beginner. Whether new to 3ds Max or new to 3D, these lectures provide ample discussion of the tools needed to create visually rich imagery and animations. User interface foundations are presented, focusing on 3ds Max's ease and simplicity. Learn core concepts as well as efficient, professional modeling, animation, texturing and lighting techniques.
Download:
This tread took me a total of about a week to complete, please don't copy it and please thank.
With that, here we go.
Digital Tutors Introduction to Modeling
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.
Download:
- Code:
http://rapidshare.com/files/358520504/DT-Introduction_to_modeling.part1.rar
http://rapidshare.com/files/358526758/DT-Introduction_to_modeling.part2.rar
http://rapidshare.com/files/358527353/DT-Introduction_to_modeling.part3.rar
http://rapidshare.com/files/358541096/DT-Introduction_to_modeling.part4.rar
http://rapidshare.com/files/358544197/DT-Introduction_to_modeling.part5.rar
Eat 3D Max 101
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In this demonstration the instructor starts off by walking the viewer through the many fundamental concepts and techniques necessary to create a successful project. He starts off with a tour of the 3ds Max interface stopping at key areas to discuss proper viewport navigation, selecting objects, moving objects around your scene and combining basic shapes to flesh out an idea.
Once the foundation is in place, the instructor takes the viewer through a wide range of techniques for modeling, texturing, lighting, and animating their creations to complete a city scene. The viewer is given the context necessary to take the core techniques and apply them successfully to whatever their end goal or respective industry may be.
About the Instructor:
Eric Maslowski has worked in the realm of CG for well over a decade. Jumping between the many seemingly disparate fields of virtual reality, architectural and medical visualization, game development and film special effects; he has found his way to becoming one of a few globally recognized Autodesk Certified Instructors for 3D Studio Max and a rare holder of certification for the latest version of Max. In 2007 he was nominated as a 3D Studio Max "Master" by the CG community.
Download:
- Code:
http://rapidshare.com/files/359921323/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part01.rar
http://rapidshare.com/files/359921708/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part02.rar
http://rapidshare.com/files/359921496/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part03.rar
http://rapidshare.com/files/359921701/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part04.rar
http://rapidshare.com/files/360010656/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part05.rar
http://rapidshare.com/files/360010579/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part06.rar
http://rapidshare.com/files/360011513/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part07.rar
http://rapidshare.com/files/360012236/Eat.3D.Autodesk.3DS.Max.101.DVD-iNKiSO.part08.rar
CG Academy Workflow Disk I
This DVD introduces the 3dsmax user interface and its unique workflow. In the first half of this DVD you will be taken through all of the user interface elements of 3dsmax, and this exploration continues in the second section where Chris creates a simple scene that demonstrates many core features of 3dsmax.
This DVD is aimed at a basic level 3d user, someone with knowledge of how to operate software in general and with a basic understanding of 3d software concepts. It is designed to give the user an introduction to 3dsmax and not to 3d concepts in general. It is also of particular use to those moving over to 3dsmax from another 3d graphic platform.
Chapter 01: The Viewports
An introduction to 3dsmax?s basic Viewport layout, how to navigate around it and how to customize it to your preference.
Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.
Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.
Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.
Chapter 05: The Menus
A brief introduction to the menu system options.
Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the time-line and so on.
Chapter 09: Modelling
An introduction to basic poly-modelling workflow
Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.
Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.
Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.
Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.
Download:
- Code:
http://rapidshare.com/files/357907226/CG.A.01.3ds.max.workflow.1.r00
http://rapidshare.com/files/357907189/CG.A.01.3ds.max.workflow.1.r01
http://rapidshare.com/files/357907205/CG.A.01.3ds.max.workflow.1.r02
http://rapidshare.com/files/357907165/CG.A.01.3ds.max.workflow.1.r03
http://rapidshare.com/files/357929278/CG.A.01.3ds.max.workflow.1.r04
http://rapidshare.com/files/357929375/CG.A.01.3ds.max.workflow.1.r05
http://rapidshare.com/files/357929494/CG.A.01.3ds.max.workflow.1.r06
http://rapidshare.com/files/357929570/CG.A.01.3ds.max.workflow.1.r07
http://rapidshare.com/files/357953174/CG.A.01.3ds.max.workflow.1.rar
CG Academy Workflow Disk 2
This DVD is the first of a two part series that introduces Proceduralism within 3dsmax. Chris guides you through the concepts of a nodal architecture by looking at practical examples in 3dsmax , Maya and Houdini , and goes on to show how it is accessed in Max via its Stack interface. He then continues onwards to show how large and small elements can be instanced, and outlines important issues such as stack evaluation and topological dependency.
This DVD is aimed at a user of Fundamental to Intermediate level. It is intended to give a good grounding in the Procedural concepts and workflows in 3dsmax, and also as a strong foundation upon which the user can build their skills in DVD 2 in this series Procedural Techniques .
CH 01: What Is Proceduralism?
A brief introduction to the concepts that lie behind Proceduralism, such as Nodes, Parameters and Controllers.
CH 02: Working With Nodes & Proceduralism
To give us a broader insight into what a Procedural workflow is, in this chapter we take a brief look at the same procedural task tackled in 3 different packages, 3dsmax (of course), Maya and also Houdini.
CH 03: The Stack, Friend or Foe?
The Stack can be a daunting and confusing prospect to new users of 3dsmax and 3D software in general. Here we look at how it can be used to make our workflow easier and more flexible.
CH 04: Instancing & Referencing
An important feature of most Procedural systems is the ability to share and re-use nodes, parameters and controllers across the package. We look at what this offers us here...
CH 05: Base Objects & Conversion
All objects in 3dsmax are based on a number of core base geometry types, we look at them here and how we can convert between them at will.
CH 06: Working With The Stack
Here we return to the Stack to look at how it functions in more detail. How we can manipulate the modifiers to do what we want and gain mastery over this crucial 3dsmax interface element.
CH 07: The Modifiers
The Modifiers are the elements that we use to build our procedural systems via the Stack. Here we run through the functionality of each major group briefly.
CH 08: Passing It On & Topological Dependency
Some Modifiers and situations are such that they are totally dependant on the geometry and sub selections passed to them. We explore those issues here.
CH 09: Experimentation Without Risks
Finally we look at how a procedural workflow also allows us to experiment during our workflow with no real risk, and also how to use proceduralism to fix errors we may have made during modelling.
Download:
- Code:
http://rapidshare.com/files/357953277/CG.A.02.3ds.max.workflow.2.r00
http://rapidshare.com/files/357953234/CG.A.02.3ds.max.workflow.2.r01
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http://rapidshare.com/files/357991092/CG.A.02.3ds.max.workflow.2.rar
CG Academy Modeling Fundamentals Disk 1
This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space. Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems. Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling. Its topics are wide ranging and form a foundation for the DVDs that follow in this series.
CH 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace.
CH 02: Keyboard Shortcuts & Interface
Then we look at the most commonly used keyboard shortcuts and user interface features for modelling.
CH 03: What Are Polygons?
Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.
CH 04: Editable Mesh & Editable Polygons
Then we learn the differences between the two current polygon mesh types in 3dsmax.
CH 05: Primitives & Tessellation
Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons.
CH 06: Coordinate Systems
We then explore what Coordinate Systems are and how they define our 3D world.
CH 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling.
CH 08: Pivots & Custom Grids
Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids.
CH 09: Modifiers & The Stack
Now we look at one of 3dsmax's main features and key methods for altering primitives, Modifiers and the Stack.
CH 10: Spacewarps
A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured.
CH 11: Basic Primitive Usage
Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.
CH 12: Using The Bend Modifier
Having created a number of simple model elements we now modify some of them using the Bend Modifier.
CH 13: The U-Bend & Finishing Up
And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections.
Download:
- Code:
http://rapidshare.com/files/358002962/CG.A.03.modelling.fundamentals.1.r00
http://rapidshare.com/files/358003064/CG.A.03.modelling.fundamentals.1.r01
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http://rapidshare.com/files/358076923/CG.A.03.modelling.fundamentals.1.rar
CG Academy Modeling Fundamentals Disk 2
This DVD continues our series on modelling fundamentals by exploring polygonal modelling. You will be shown the key differences between the Edit Mesh and Edit Poly geometry types. You?ll be shown the main elements of mesh editing, including creating polygons from scratch, attaching and detaching meshes, flipping Normals, modifying smoothing groups and material IDs, ring selection and division, bevelling and much more.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD assumes the user has completed DVD1 in this series, or has the skills equivalent to those taught in that DVD.
Chapter 01: EMesh - Structure & SubObjects
Chris starts with a look at the basic elements that make up the Editable Mesh geometry type.
Chapter 02: Creating Faces & Issues
We look at how we can create new faces within an e-mesh from scratch, and also at issues that can arise during face creation and editing.
Chapter 03: Attach/Detach & Weld/Split
Chris then shows us how we can detach parts of the e-mesh into a separate object, and also how we can attach meshes together.
Chapter 04: Manipulation & Soft Selections
Here we learn how we can effectively manipulate the sub elements of the mesh and how to use the soft selection system for more organic adjustments.
Chapter 05: E-Mesh - Smoothing & Material IDs
Now we explore how we can define smoothing boundaries on our mesh and also how to define material ids, allowing more than one material on a single scene object.
Chapter 06: E Poly - Structure & Sub-Objects
Now we have a decent grasp of the E Mesh Chris moves on to explore the E Polys unique features. We make a start with its sub elements.
Chapter 07: Edge-Rings & Loops
A Key feature of the E Poly are the Edge Ring and Loop selection and editing tools. We take a brief look at these features here. (We will return to this topic in-depth in DVD 4 in the series on Sub-D modelling).
Chapter 08: Setting-Up The Go-Cart Frame
Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques.
Chapter 09: Continuing The Frame
Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow.
Chapter 10: Refining The Frame
We then return the basic frame and refine it further in a number of areas using a variety of tools.
Chapter 11: Modelling Tips & Best Practices
With the modelling out of the way Chris runs through a number of modelling tips and best practices.
Chapter 12: Scene Organisation Techniques
And we complete this DVD with a look at some methods you can use to better organize your modelling.
Download:
- Code:
http://rapidshare.com/files/358077277/CG.A.04.modelling.fundamentals.2.r00
http://rapidshare.com/files/358078871/CG.A.04.modelling.fundamentals.2.r01
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http://rapidshare.com/files/358191868/CG.A.04.modelling.fundamentals.2.rar
CG Academy Modeling Fundamentals Disk 3
This DVD continues our look at the fundamentals of modelling in 3dsmax. Here we focus on 3dsmax?s curve based modelling toolset, which is based on Bezier Splines. You?ll be shown how to create Splines from scratch, or via the numerous built in templates. How to edit and combine those Splines into more complex forms. How to use the Extrude, Lathe and Loft Tools to create complex custom surfaces. We continue our series spanning go-cart modelling project. And we conclude with a quick look at Splines use in animation.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1 and 2 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: History Of Curve Primitives
Chris kicks off the DVD with a brief history of how curves were first developed for 3D software in automotive design in France.
Chapter 02: Bezier Curves - Fundamentals 1
We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines.
Chapter 03: Bezier Curves - Fundamentals 2
And we continue by looking at further aspects of Bezier Splines.
Chapter 04: Vertices & Interpolation
For these mathematically perfect curves to be of use we need to convert them first into straight lines and in turn polygons. We look at this issue here.
Chapter 05: Spline Editing & Practical Tips
When working with B-Splines in 3dsmax, there are certain workflows that will give you the best results in the shortest period. Chris runs through how to edit Splines here and gives some tips and tricks.
Chapter 06: Curve Based Modelling Overview
We know how to create Splines and how to edit them. But now we learn how we can convert those curves into 3D forms.
Chapter 07: The Extrude Modifier
We now take a look at the tools for creating 3D forms from Splines. The first method we look at is the relatively simple, yet very useful Extrude Modifier.
Chapter 08: Lathe Modifier
Then Chris shows us how the Lathe Modifier works.
Chapter 09: Loft Compound Object - PT1
And we complete this section by taking an in-depth look at the Loft Compound Object, which can be thought of as a combination Extrude/Lathe tool on steroids.
Chapter 10: Loft Compound Object - PT2
Chris continues his explanation of this comprehensive and flexible tool here.
Chapter 11: Loft Compound Object - PT3
And we conclude this section here by looking at the Loft deformation options.
Chapter 12: Go-Cart Modelling - Steering Column
Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.
Chapter 13: Go-Cart Modelling - Steering Wheel
We continue modelling by creating the carts steering wheel and other elements.
Chapter 14: Go-Cart Modelling - Wheels & Tyres
And we complete this section by modelling the carts wheel hubs and tyres.
Chapter 15: Curves In Animation
And we conclude with a brief look at how Splines can also be used for animation in a number of ways.
Download:
- Code:
http://rapidshare.com/files/358194413/CG.A.05.modelling.fundamentals.3.r00
http://rapidshare.com/files/358196022/CG.A.05.modelling.fundamentals.3.r01
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http://rapidshare.com/files/358250071/CG.A.05.modelling.fundamentals.3.rar
CG Academy Modeling Fundamentals Disk 5
In this DVD we conclude our modelling fundamental series by tackling the subject of sub-division surface modelling. Chris will introduce you to the philosophy and technology behind sub-d surfaces, how to create them within 3dsmax and how to effectively model using them. We use those skills to model a number of elements on our go-cart model. We look at how we can optimize our sub-d workflow, and mix our techniques to more effectively model. And Chris concludes the DVD and series with an exploration of some best working practices and tips and tricks.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1, 2and 3 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: Sub-D Modelling, A History
First we look at how the current implementation of Sub-D modelling came about as a reaction to some of the short-comings of NURBS modelling.
Chapter 02: A NURBS Like Surface
To understand current Sub-Ds, we have to understand NURBS. Here Chris gives you a brief introduction to the anatomy and features of NURBS.
Chapter 03: The Sub-D Surface, Polygon Types
Quad polygons give the best results when working with Sub-Ds, but why? Here Chris explains.
Chapter 04: Controlling Curvature
We now explore a key concept of Sub-Ds, in how you control the curvature of the surface via the proximity of it control points.
Chapter 05: How To Create
We know what they are, and how to control their form. But how do we create these surfaces in the first place?
Chapter 06: The MeshSmooth Modifier
We take an in-depth look here at how the most comprehensive smoothing system works.
Chapter 07: TurboSmooth & NURMS Smoothing
Having mastered the intricacies of the MeshSmooth Modifier, we take a look at the more pared down TurboSmooth and the built in NURMS smoothing in the E-Poly mesh type.
Chapter 08: Editable Poly - Edges
Now Chris takes us through how we can effectively select and model using the E-Polys Edge sub objects.
Chapter 09: Editable Poly - Vertices
And we continue with a similar look at how we can do the same with an E-Polys Vertices.
Chapter 10: Editable Poly - Polygons & Borders
And we complete this section by looking at how we can use the E-Polys Polygon and Border modelling tools.
Chapter 11: Modelling The Cart - Running Boards
Now we return to our series wide modelling project, the go-cart. We make a start here by modelling its running boards using Sub-Ds.
Chapter 12: Modelling The Cart - The Mudguards
We continue modelling by tackling the mudguards using Sub-Ds.
Chapter 13: Modelling The Cart - Hood & Seat
And now Chris shows us how we can model the carts hood and its drivers seat.
Chapter 14: Modelling The Cart - The Drive Cog
And we complete this section by modelling the carts drive cog, which we started in the previous DVD.
Chapter 15: E-Poly & Shell Modifiers
Now we look at how we can use the Sub-D tools and the Shell Modifier to enhance elements we created earlier in this series and this DVD.
Chapter 15: Optimized Smoothing
The smoothing inherent in the Sub-D surface can bog down viewport performance if not handled with care. Here Chris show how to optimize this area.
Chapter 15: Procedural Modelling
Procedural modelling is a workflow that effects all of the areas covered in this series. Here Chris demonstrates what Proceduralism offers.
Download:
- Code:
http://rapidshare.com/files/358254187/CG.A.06.modelling.fundamentals.4.r00
http://rapidshare.com/files/358269410/CG.A.06.modelling.fundamentals.4.r01
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CG Academy Advanced Modeling Disk 1
In this DVD Dominic will take your through an advanced and structured approach to Sub-Division based creature modelling. He lays the foundation with a well planned and analyzed set of concept sketches that allow him to plan his models form from the outset. From here he builds the model in three distinct stages, with each stage forming a solid foundation for the next. Finally he takes you through some adjustments steps that give his model that extra realism and to ensure it functions well within a production pipeline.
This DVD is ideal for intermediate and above modellers with a firm understanding of the principles of Sub-Division modelling. Its an invaluable learning resource for modellers working within any production discipline.
CH 01: Modelling Setup & Tools
In this chapter Dominic explains the basic setup that he uses for Sub-Db Modelling and goes on to explain which tools form the core of his modelling tools.
CH 02: Blocking The Basic Form
Once the model is underway Dominic shows how to create the basic form of the model, a very important stage that lays the foundation for all that follows.
CH 03: Primary Detailing (Lower Body)
In the nexy stage Dominic starts to apply the first level of modelling to the lower part of the body.
CH 04: Primary Detailing (Upper Body)
Next the same process is applied to the upper body
CH 05: Primary Detailing (Arm & Head)
And finally to the arms and head
CH 06: Final Detailing (Legs & Lower Body)
Now we have a refined base model we can move on to detailing the various elements, starting here with the legs and lower body.
CH 07: Final Detailing (Upper Body & Arms)
The process is continued on the upper body and arms.
CH 08: Final Detailing (The Head)
And again we conclude with the head area.
CH 09: Final Touches
Now that our model is almost complete, Dominic takes us through a number of procedures that he uses to both ensure its ease of use both others working within your team, and also to improve the models realism.
Download:
- Code:
http://rapidshare.com/files/358348442/CG.A.07.advanced.modeling.1.r00
http://rapidshare.com/files/358358882/CG.A.07.advanced.modeling.1.r01
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http://rapidshare.com/files/358414893/CG.A.07.advanced.modeling.1.rar
CG Academy Advanced Modeling 2
In this DVD Chris Thomas takes you through the modelling of a Hudson J3a Steam train. If you have read Chris?s profile then you?ll know he was responsible for modelling the Great Pyramid of Giza for 2003?s Emmy Nominated Discovery special ?Pyramids?, so who better to guide you through the trials and tribulations of advanced technical modelling. Chris will guide you through many aspects of a modelling project of this scale, including the importance of reference material, best practices, organisation techniques, creating your own simple MAXScripted tools, approaches for modelling many of the elements, and much more.
This DVD is aimed at a user with a good working knowledge of spline and poly modelling, as both schools are combined on this DVD. This is an ideal resource for anyone who may be involved in technical modelling or who wishes to move into the field.
Chapter 01: Defining Your Goals
Just what is it that your model has to be used for, are there any special requirements? We look at these issues here.
Chapter 02: Reference Materials
Reference material is key to a good technical model, we look at the reference types in this chapter.
Chapter 03: Scene Management & Workflow
Some tips on the best practices and workflow to use when working on a large technical model.
Chapter 04: MAXScript Tools
We look at some simple scripted tools and techniques that can make modelling easier.
Chapter 05: Modelling The Main Boiler
We start with our first practical element, the Main Boiler
Chapter 06: Modelling The Firebox
We move on to modelling the Firebox (rear boiler area).
Chapter 07: Modelling The Cab
Then the drivers cab.
Chapter 08: Modelling The Chassis
And then the chassis.
Chapter 09: Modelling The Trailing Truck
We continue by modelling the truck that holds up the Firebox and cab area (Trailing Truck)
Chapter 10: Modelling The Drive Wheels
Then on to the six main drive wheels and their breaking mechanisms.
Chapter 11: Modelling The Pistons/ Mechanisms
In this chapter we look at some of the techniques use in modelling the main pistons, drive rods and associated mechanisms.
Chapter12: Modelling The Front Truck
We quickly run through how the front truck was put together.
Chapter 13: Modelling The Plough
And then on to the Plough (Pilot) the element that fronts the train below the main boiler.
Chapter 14: Modelling The Pipes & Wiring
And we finish off the modelling with a look at how the various pipes and wiring elements were tackled.
Chapter 15: Final Touches & Wrapping Up
Finally we look at the best procedure for passing the model on along the production pipeline.
Download:
- Code:
http://rapidshare.com/files/358418871/CG.A.08.advanced.modeling.2.r00
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Gnomology 3DS Max Introduction
Chapter One: Getting Started
User Interface Overview, Object Creation, Parametric Primitives, Viewport Navigation, Command Panel, Modifiers, The Stack, Coordinate Systems, Gizmos, Modifier Instancing/Sharing, Keyframe Animation, Path Animation, Object Properties, Show and Hide
Chapter Two: Modeling Fundamentals
Compound Objects, Booleans, Autogrid, Shapes, Text, Lathe, Scatter, Modeling with Primitives, Grouping, Grid and Units, Real World Units, Object Pivots, Object Instancing, Mirroring, Selection Centers, Array Tool, NURBS, Polygons, Splines, and Subdivision Surfaces
Chapter Three: Modeling Techniques
Sub-Objects, Preview Selection, Soft Selection, Edit Poly, Extrude, Topological Dependencies, Radial Symmetry, 3D Snaps, Relative vs. Absolute Snap, Angle Snap, Weld, Bevel, Working Pivot, Quickslice, Cut, Slice Tool, Chamfer, Normals, Subdivision Surface Modeling, FFD (Free Form Deformer), Spacing Tool, Import/Merge, Linking
Chapter Four: Texturing
UVs/Mapping coordinates, UV Visualization, Material Editor, Standard Shading Models, Specularity, Bitmap Texture, Bump Mapping, Show Map in Viewport, UVW Mapping, Map Instancing, Material Preview, Material Libraries, Naming Convention, Rename Tool, Multi/Sub-Object, Reflection Maps, Background Color, Skylight, Neutral Lighting
Chapter Five: Lighting
Light Types (Omni, Spot, Directional), Target vs. Free, Decay, Attenuation, Shadow Maps (Resolution, Sample Range, Bias), Raytraced Shadows, Area Shadows, Viewport Lighting and Shadows, Lens Effects, Viewport Layout, Asset Browser, Render Settings, Antialiasing, ActiveShade, Environment Map
Download:
- Code:
http://rapidshare.com/files/360034562/Gnomonology_Introduction_To_3D_Studio_Max.part1.rar
http://rapidshare.com/files/360055051/Gnomonology_Introduction_To_3D_Studio_Max.part2.rar
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http://rapidshare.com/files/360109349/Gnomonology_Introduction_To_3D_Studio_Max.part7.rar
Total Training 3DS Max Introduction
Description: 3d Studio Max is an industry leading application for design visualization, game development and visual effects. 3ds Max is powerful and flexible enough for professionals, but intuitive enough for the beginner. Whether new to 3ds Max or new to 3D, these lectures provide ample discussion of the tools needed to create visually rich imagery and animations. User interface foundations are presented, focusing on 3ds Max's ease and simplicity. Learn core concepts as well as efficient, professional modeling, animation, texturing and lighting techniques.
Download:
- Code:
http://rapidshare.com/files/360109569/Total.Training.Introduction.to.3DS.Max.Tools.and.Workflow.DVD-iNKiSO.part1.rar
http://rapidshare.com/files/360114094/Total.Training.Introduction.to.3DS.Max.Tools.and.Workflow.DVD-iNKiSO.part2.rar
http://rapidshare.com/files/360128810/Total.Training.Introduction.to.3DS.Max.Tools.and.Workflow.DVD-iNKiSO.part3.rar
http://rapidshare.com/files/360146099/Total.Training.Introduction.to.3DS.Max.Tools.and.Workflow.DVD-iNKiSO.part4.rar
http://rapidshare.com/files/360146827/Total.Training.Introduction.to.3DS.Max.Tools.and.Workflow.DVD-iNKiSO.part5.rar
This tread took me a total of about a week to complete, please don't copy it and please thank.
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