3D Studio Max "Pro in 35h" With this 3D Studio Max Megacourse you will be able to master this famous software from 0 to a professional level, learning ALL the facets of it, from modeling of characters to animations, physical, fluid, rigging, etc ...
Quick look at the course
This Megacurso 3D Studio Max starts from 0 to teach you ALL the tools and functions that this famous and complete software offers. There will be nothing that you will not learn: organic and inorganic modeling, UV, rigging, textures, fluids, animations, physical, etc.
Content:
1. Introduction to 3dsMax
Introduction to 3dsMax by means of a short exercise that shows the pipeline that the projects follow (modeling, textures ...) until extracting the final render, we will also make a brief animation.
2. Modeling tools
Review of the 3dsMax modeling tools, introduction to the "turbosmooth" modifier used for models that need to show a good mesh smoothing and realization of our first modeling project.
3. Sizes and dimensions
We start the project Mad Robot, for this we start by making a "block in" with simple primitives that little by little we will deform to our taste to take the desired shape. Explanation of the Xform modifier is very important when linking controllers with deformed geometries.
4. Advanced modeling
We give detail to the model realized in the previous exercise, we secured the techniques of modeling and finished our first personage in 3dsMax.
5. Shading and lighting
Once the robot is modeled, we add materials and light it to get the final render of the scene. Working with materials takes time, but if we know how to work them correctly we can get the results we want faster.
6. Smoothing modeling
Explanation of the smoothing groups (which are and when to use them) and prepare the views / blueprints of several objects to later model them. With the correct use of blueprints we can approach any modeling project, a key element that gives us the views of objects from different perspectives.
7. Textures
In this lesson we will learn the different types of textures that can be used in a project, their use and also learn to develop our own normal maps and height maps with the Render to texture function of 3dsMax.
8. CLASS PROJECT: Bazooka
We did a modeling project combining parts created with turbosmooth and smoothing groups. For this project we will use the 4 views of the viewport (front, profile, elevation) to work, the other option is to work only in perspective but we can always choose.
9. Box modeling
Modealdo of a human head using the boxing technique that consists of modeling starting from a cube / gemetrÌa. In this class we will learn to model a head with a correct topology (as we distribute mesh and polygons) that would allow us to animate and deform our models later.
10. Can and intro the UVs
We model a can by using splines (vectors), then map the UV coordinates to subsequently apply a texture.
11. Lighting and shading can
We illuminate the can and play with the mixture of several materials to create a unique material (shading) that works with our object. Use of masks to separate materials into the same object.
12. Polymodelling
Modeling a cartoon head using the polymodelling technique that consists of modeling starting from a polygon.
13. Organic UV
By means of a practical example we will see how to hide parts of our image without eliminating them, being able to return to work in those zones when we want by the use of masks. With this tool we will learn to work in a non-destructive way.
14. Cartoon anatomy
We finish the cartoon character but always maintaining a uniformity in the mesh and avoiding complicated shapes that the model does not need, as the saying "less is more" says.
15. UV Layout
Mapping the cartoon character using software other than 3dsMax that will allow us to work the most sought after UVs, UV Layout also has a series of tools to help us better understand how UVs work.
16. Shader
We create a cell shading using the material network of 3dsMax and apply it to our cartoon character. In this lesson we will also learn that it is not necessary to always create realistic materials, only the aesthetic needs to work.
17. Rig intro
Intro to the rig and skin, which are and are used, in addition to the use of bones. We will also create a simple rig with a ball character, a classic used by the animators when practicing the principles of animation and that we will use in later classes.
18. Skin and bones
Once we have modeling the character it is time to plant the bones that will control and skine the model so that it deforms according to those bones we have created, these are important steps to perform before the rig.
19. Rig pro
We create a rig for our character using morphers for facial animation and a whole series of controllers that will allow us to animate it in the most practical way possible, the rig is essential above all if we are to animate for hours our character.
20. HardSurface
Modeling a vehicle by applying hardsurface solutions on it, it is an inorganic object in which you have to have a lot of control over loops and finishes to avoid deformations.
21. Advanced Animation
We review the principles of animation, fundamental elements that will establish a base on which we can work any type of animation. In this class we practice a little with the use of the curves editor, very practical when refining animations.
22. Explosions and fluids in FumeFx
We create a particle behavior (ParticleFlow) and then use FumeFx to "burn it" and create an explosion from those particles.
23. MassFx Dynamics
We created several simulations using Ncloth and Mcloth modifiers, explained the limitations of the NCloth system and why we use better MCloth in other situations and create a simulation using the 3dsMax MassFx physics system.
24. Rayfire
We use the Rayfire Fragmentation plugin to create destructions of different types. We will give a couple of examples that will give us ideas to face different situations in which we can use the fragmentation.
25. Integration with After Effects
We use render render elements to get passes (diffuse, specular, shadows ...) of our scene that we can later compose in After Effects to our liking to create more personalized and better finished results.