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3ds Max 2020基础培训教程
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Saving material libraries
教程目录
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Introduction
001 - 3ds Max from the ground up
002 - Using the exercise files
01. Getting Started
Choosing a workspace
Customizing user interface and defaults
Setting preferences
Using project folders
02. 3ds Max Interface
Getting familiar with the interface
Customizing a workspace
Customizing viewport and grid colors
Creating and manipulating primitives
Transforming objects with Move and Rotate
Navigating in viewports
Choosing viewport shading modes
Saving time with keyboard shortcut hotkeys
Customizing hotkeys
Choosing a reference coordinate system
Manipulating objects around a transform center
Using the Scene Explorer outline
Configuring viewport layouts
Using Isolate Selection and Lock Selection
Selecting in window and crossing modes
03. Scene Layout
Specifying display units
Specifying system units
Defining the home grid
Saving a maxstart.max template scene
Creating an image plane
Duplicating objects with Array
Collecting objects in groups
Managing display layers
Merging scenes
Referencing scenes with Xref objects
04. Spline Modeling
Creating shapes
Creating a loft compound object
Creating a freehand spline
Editing control vertex types
Editing Bezier splines
Rendering shapes
Setting shape detail with Interpolation
Revolving a surface with the Lathe modifier
Extruding with the Sweep modifier
Importing Illustrator paths to 3ds Max
Adding a Bevel modifier
Creating a TextPlus primitive
Modeling walls with the Extrude modifier
05. Parametric Modeling with Modifiers
Deforming an object with a modifier
Layering deformers in the modifier stack
Defining polygon level of detail
Passing a selection up the stack
049 - Understanding topology dependence
050 - Versioning and collapsing the stack
06. Polygon Modeling
Preparing Boolean operands
Adding edges with Quickslice
Cutting with Boolean subtraction
Creating doors
Using the Modeling ribbon
Creating polygons
Transforming sub-objects
Using the caddy to set options for an inset polygon
Cloning sub-objects with Detach
Branching with Editable Poly Extrude
Simplifying geometry with Remove
Extruding a planar surface to a closed volume
Detailing with Editable Poly Chamfer
Reflecting objects with Mirror
Welding vertices
Refining geometry with SwiftLoop
Constraining sub-object transforms
07. Subdivision Surface Modeling
Understanding subdivision surfaces
Box modeling for subdivision surfaces
Modeling with the Symmetry modifier
Shaping with Ribbon tools
Using Soft Selection
Sharpening corners with Crease
Baking subdivisions
08. Freeform Modeling
Using the Freeform tools on the ribbon
Sculpting with Paint Deform Push_Pull
Using Paint Deform Brushes
Setting paint options
Setting brush options
Conforming one object to another
Adjustment with Move Conform
Sculpting with Conform Transform
09. Camera Techniques
Creating a physical camera and target
Enabling safe frames
Choosing aspect ratio in Render Setup
Setting up a free camera
Rotating in Gimbal coordinate space
088 - Setting rotation axis order
Offsetting the image with Lens Shift
10. Lighting
Previewing renders with ActiveShade
Assigning a diffuse material
Creating photometric lights
Adjusting light intensity and color
Adjusting the Camera Exposure Control
Adjusting light shape
Adjusting light distribution
Controlling spotlight parameters
Creating a sun and sky
Illuminating a scene with the environment
Using the Light Explorer
11. Materials
Using the Slate Material Editor
Managing scene materials
Managing sample slots
Saving material libraries
Understanding physical materials
Adjusting physical material parameters
12. Mapping Textures
Controlling material sample size
Designing 3D procedural maps
Mapping bitmap image files
Projecting UVs with UVW Map
Using Real-World Map Size
Mapping with vector art
Restoring links with Asset Tracking
13. Hierarchies
Understanding hierarchies
Transforming pivot points
Prioritizing rotation axes
Linking objects
Locking transforms
Avoiding and correcting scale issues
14. Keyframe Animation
Setting up Time Configuration
Creating keyframes in Auto Key mode
Creating keyframes in Set Key mode
Editing keyframes in the Timeline
Editing keyframes in the Dope Sheet
Editing function curves in the Curve Editor
Editing a trajectory with a motion path
15. Rendering
Choosing a renderer
Choosing render options
Rendering an image sequence
Playing an image sequence with the RAM Player
16. Conclusion
Next steps
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