3DS Max 2010 syllabus
Introduction
Welcome
How to use this title
Using the exercise files
1. Getting Started
Getting a handle on the production process
Understanding the importance of traditional art concepts and principles
Using reference material
Understanding 3D space
Improving your workflow
The built-in help system
2. Interface Essentials
Getting to know the interface
Getting around in the viewports
Controlling how 3ds Max measures
Customizing the interface
Useful right-click commands
3. Working with Files
Starting a new project
Opening, importing, and merging files
Saving and exporting files
Holding and fetching files
3DS Max 2010 syllabus
Summary info and object properties
4. Working with Objects
Selection techniques
Naming objects
Reading the Transform Gizmo
Moving objects
Rotating objects
Scaling objects
Coordinating systems
Understanding pivot points
Hiding and freezing objects
Making copies
Grouping objects
5. Creating Off-the-Shelf Geometry
Creating standard primitive objects
Creating extended primitive objects
Creating shapes
Creating lines
Creating architectural objects
Project: Creating a car axle and wheels
6. Specific Modeling Techniques
Extruding objects
3DS Max 2010 syllabus
Lathing objects
Lofting objects
The Boolean commands
Box modeling
Building a chandelier with box modeling
Paint deformation
Patch modeling
NURBS modeling
Surface normals
7. Project: Constructing an Oscillating Fan
Building the stand
Building the motor housing
Building the fan blades
Building the fan blade cage
Adding the electrical cord
Adding the hardware
8. Working at the Sub-Object Level
Understanding sub-object types
Selecting sub-objects
Converting or using a modifier
Transforming sub-objects
Using 2D sub-object modeling commands
3DS Max 2010 syllabus
Using 3D sub-object modeling commands
Ignoring backfacing
Making soft selections
9. Working with Modifiers
Understanding the modifier stack
Working with the modifier stack
Understanding modifier order
Applying modifiers in the middle of the stack
Copying and pasting modifiers
Collapsing the stack
Using freeform deformation modifiers
Using the flex modifier
Using the lattice modifier
Modifying hair and fur
Using modifiers that reduce geometry
Applying modifiers at the sub-object level
10. Materials and Mapping
Building materials
Understanding the material editor interface
Controlling the main body color
Adding and controlling shine
Controlling transparency
3DS Max 2010 syllabus
Using self-illumination
Applying materials
Retrieving a scene material
Designing a complex material
Creating rough surfaces with bump maps
Using reflection maps
Using opacity maps
Editing maps
Building a multi sub-object material
Taking advantage of material libraries
Mapping coordinates
Using sub-object mapping
Using the UVW unwrap modifier
Using Photoshop to edit maps
Applying materials to an oscillating fan
11. Lighting
Comparing real-world and computer lights
Identifying the types of lights in 3ds Max
Applying omni lights
Using spot lights
Controlling shadows
Adjusting how far a light shines
3DS Max 2010 syllabus
Excluding objects from light
Using projector lights
Setting light volume
Setting global illumination
Lighting a scene
12. Cameras
Comparing real-world and computer cameras
Identifying Max's camera types
Camera viewport navigation
Changing a camera's lens length
Controlling focus with depth of field
Applying motion blur
Using clipping planes
Activating a show safe frame
Putting a camera on a path
Locking a camera onto an object
13. Animation
Understanding the principles of animation
Understanding the animation process
Controlling animation
Animating with auto key
Animating with set key
3DS Max 2010 syllabus
Moving keyframes
Copying keyframes
Deleting keyframes
Using the Dope Sheet
Using the Curve Editor
Linking and unlinking objects
Animating an object along a path
Animating an oscillating fan
14. Rendering
Rendering techniques
Using active shade
Creating previews
Using the RAM player
Saving a rendering
Loading background images
Using mental ray
Conclusion