3D Studio Max 4
Training
Provided by The Virtual Training Company
3D Studio Max for Windows is the world's best-selling, professional 3D modeling, animation and rendering software for creating visual effects, character animation and next generation game development. Join Adam Beare as he takes you from the basics, such as introducing the interface, viewports, the main tool bar, pop menus and controls, to more complicated material such as modeling using geometry, space warps, lights and cameras, and utilities rollout. You can start learning right now by clicking one of the movie topics below.
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3D Studio Max 4
Intro to 3ds max 4
- Intro
- Brief Overview of max 4
- Whats new in max 4?
Setup
- System Requirements
- Video Settings
- Starting max4 for the First Time
- Basic Preference
- Getting to Know max4 Interface
- Getting to Know Viewports
- Starting a New File
- Adding and Removing Data
- Changing Base Parameters of Objects
- Methods of Place and Selecting Objects in max4
- Advanced Selection of Objects
- Selection by Name
Pop Menus
- Pop Menu File
- Pop Menu Edit
- Pop Menu Tools
- Pop Menu Group
- Pop Menu Views
- Pop Menu Create
- Pop Menu Modifiers
- Pop Menu Animation
- Pop Menu Graph Editors
- Pop Menu Rendering
- Pop Menu Customize
- Pop Menu Help
Main Tool Bar
- Main Tool Bar
- Tool Bar Undo and Redo
- Select and Link
- Unlink Selected
- Bind to Space Warp
- Select Object
- Region Select - Tools
- Selection Filter List
- Select by Name
- Select and Move
- Select and Rotate
- Select and Uniform Scale
- Select and Manipulate
- Reference Coordinate System
- Use Pivot Point Center
- Restrict X;Y;Z;XY;WZ;YZ
- Mirror
- Spacing Tool
- Array
- Snapshot
- Align to View
- Align
- Normal Align Pt 1
- Normal Align Pt 2
- Place Highlights
- Align to Camera
- Named Selection Sets List
- Track View
- Schematic View
- Render Scene
- Quick Render (Production)
- Quick Render (Draft)
- Quick Render (ActiveShade)
- Render Type
- Render Last
Command Panel
- Intro
- Create Panel
- Modify Panel
- Motion Panel
- Hierarchy Panel
- Motion Panel
- Display Panel
- Utilities Panel
Viewport Controls
- Intro
- Smooth and Highlight
- Min/Max Toggle
- Zoom
- Region Zoom
- Pan
- Arc Rotate
- Arc Rotate on Selection/Arc Rotate Sub-Object
- Zoom Extents
- Zoom Extents All
- Zoom Extents Selected/Zoom Extents All Selected
- Zoom All
- Views
- Grid
- Degradation Override
Animation Controls
- Intro
- Play/Stop
- Go To Start - Go To End
- Previous Frame - Next Frame
- Animate
- Time Configuration
- Key Mode
Status Bar Controls
- Intro & 2D Snap; 2.5D Snap; 3D Snap
- Angle Snap
- Percent Snap
- Spinner Snap
- Selection Lock Toggle
- Coordinate Display
- Status Typin
Modeling Using Geometry Standard Primitives
- Intro
- Box
- Sphere
- Cylinder
- Torus
- Teapot
- Cone
- GeoSphere
- Tube
- Pyramid
- Plane
- Creation Method
Modeling using Geometry Extended primitives
- Intro
- Hedra
- Chamfer Box
- OilTank
- Spindle
- Gengon
- RingWave
- Hose
- Torus Knot
- Chamfer Cylinder
- Capsule
- L-Ext
- C-Ext
- Prism
Modeling Using Shapes Splines
- Intro
- Line
- Circle
- Arc
- NGon
- Text
- Section
- Rectangle
- Ellipse
- Donut
- Star
- NURBS Curves; Point Curve
- NURBS Curves; CV Curve
Modeling Using Geometry Compound Objects
- Intro
- Boolean
- Connect
- Scatter
- Mesher
- Terrain
- ShapeMerge
- Conform
- Morph
Geometry Particle Systems
- Intro
- Spray
- Super Spray
- Parray
- Snow
- Blizzard
- PCloud
Geometry Patch; Nurbs; Dynamics
- Intro
- Quad Patch
- Tri Patch
- NURBS Surface; Point Surface
- NURBS Surface; CV Surface
- Dynamics Objects; Spring
- Dynamics Objects; Damper
Lights and Cameras
- Intro
- Omni
- Target Spot
- Target Direct
- Free Spot
- Free Direct
- Target Cameras
- Free Cameras
Helpers
- Intro
- Dummy
- Point
- Grid
- Tape
- BoxGizmo
- SphereGizmo
- CylGizmo
- VRML97 Helpers
Space Warps
- Intro
- Push
- Vortex
- PBomb
- Gravity
- Displace
- Motor
- Drag
- Path Follow
- Wind
- Deflectors Intro
- POmniFlect
- SOmniFlect
- UOmniFlect
- SDeflector
- Deflector
- UDeflector
Space Warps Geometric-Deformable; Modifier-Based
- Intro
- Free-form Deformations Box
- Free-form Deformations Cylinder
- Wave
- Bomb
- Ripple
- Conform
- Intro to Modifier-Based Space Warps
- Bend Space Warp
- Taper Space Warp
- Noise Space Warp
- Twist Space Warp
- Skew Space Warp
- Stretch Space Warp
Systems standard
- Intro
- Bones
- Sunlight
- Ring Array
- Biped
Basic Modifiers
- Intro
- Object Parameters
- Object Modifier stack
- Modifier Types
- Parametric modifiers Bend
- Parametric modifiers Taper
- Parametric modifiers twist
- Parametric modifiers Noise
- Parametric modifiers Stretch
- Parametric modifiers Squeeze
- Parametric modifiers Push
- Parametric modifiers Relax
- Parametric modifiers Ripple
- Parametric modifiers Wave
- Parametric modifiers Skew
- Parametric modifiers Slice
- Parametric modifiers Spherify
- Mesh Editing Edit Mesh
- Mesh Editing Tessellate
- Subdivision Surfaces MeshSmooth
- Animation Modifiers Melt
- Animation Modifiers Flex
- UV Coordinate Modifiers UVW Map
- Free Form Deformations FFD(box) or FFD(cyl)
Hierarchy Panel
- Intro
- Hierarchy panel Pivot button
- Hierarchy panel Link Info button
- Hierarchy panel IK button
Motion Panel
- Intro
- Motion Panel Parameters
- Motion Panel Trajectories
Utilities Rollout
- Intro
- Utilities Rollout Asset Browser Button
- Utilities rollout Collapse Button
- Utilities rollout Color Clipboard Button
- Utilities rollout Polygon Counter
First Tutorial - Basic Modeling; Material; Render and Animation
- Intro
- Basic Modeling Using Standard Primitives
- Continuation of Basic Modeling Using Standard Primitives
- Continuation of Basic Modeling Using Standard Primitives
- Grouping Standard Primitives
- Basic Materials
- Basic Rendering Environment
- Basic the Rendering Tool
- Basic Modeling Using Standard Primitives to be Animated
- Basic Animation Using Key Frame Animation
Second Tutorial - Intermediate Modeling; Material; Render and Animation
- Intro
- Intermediate Modeling using Standard Primitives & Preparation of Compound Tools
- Adding a Meshsmooth Modifier
- Adding Standard Primitives for Compound Modeling
- Intermediate Materials
- Adding Booleans to the Standard Primitives
- Putting Scenes Together
- Animating Modifiers
- Basic of Track View
3rd Tutorial - Beyond the Basics Modeling; Materials and Animation
- Intro
- Modeling with Splines
- Using the Modifier; Lathe
- Raytraced Materials
- Modeling with the Lofts
- Using Primitives to Finish Off
- Sub-object Modeling
- Sub-object Materials
- Intro to Space Warp Animation
- Putting Scenes Together
- Adding a Bomb Spacewarp
- Setting the Start Frame for the Bomb Spacewarp
- Setting the Render Scene for Outputting to a AVI
- Animating and Rendering a Particle System
Fourth Tutorial - Material Mapping
- Intro to Basic Material Mapping Coordinates and Lighting
- Basic Planar Mapping Coordinates
- Basic Cylindrical Mapping Coordinates
- Basic Spherical Mapping Coordinates
- Basic Box Mapping Coordinates
- Basic Lighting Intro
- Using Target Spot Lights
- Using Omni Lights and the ActiveShader
About The Training Provider: The Virtual Training Company
The Virtual Training Company - The Virtual Training Company started in California's Silicon Valley in 1996.
VTC grew quickly over the next three years and relocated first in 1999 to the beautiful town of Winchester, Virginia; and six years later to Stephens City, Virginia.
The company was founded by British born Mark Vernon who started producing CD-based training for Apple software. The format on the CDs - narrated...
