Sebagai software 3D animasi yang paling banyak digunakan di dunia, 3ds Max mampu menciptakan efek visual yang menakjubkan untuk berbagai tujuan. Hal ini dapat digunakan untuk menciptakan efek untuk video game, film, walkthrough arsitektur dan desain mekanik. Dalam Kursus 3D Studio Max Fundamental Paling Lengkap akan diajarkan secara menyeluruh prinsip-prinsip pemodelan 3D, dan juga berbagi teknik praktis. prinsip-prinsip dan praktik terbaik dari proses produksi 3D, dan mengeksplorasi pemodelan secara mendalam. Membuat dan mengubah objek primitif, menggunakan teknik pemodelan tertentu, bekerja di tingkat sub-objek, dan menerapkan berbagai pengubah. File contoh tersedia juga. material, pencahayaan, kamera, animasi, dan rendering, akan dibahas secara lengkap, Ikuti segera Kursusnya.
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Topik meliputi:
- Menyesuaikan antarmuka 3ds Max untuk meningkatkan alur kerja
- Mengimpor, membuka, menyimpan, dan mengekspor file
- Menguasai teknik seleksi dan perintah transformasi
- Memahami sistem dan pivot point koordinat
- Pemodelan dengan Extrude, Bubut, Loft, Boolean, patch, NURBS, dan fungsi lainnya
- Menciptakan bentuk, benda majemuk, dan benda-benda arsitektur
- Menggunakan 2D dan 3D sub-objek perintah modeling
- Membangun ruang dan membangun kamera video
- Bekerja dengan Displace, Morpher, TurboSmooth,
MATERI MELIPUTI :
00 – Introduction
01 – Welcome
02 – Using the example files
01 – Getting Started
01 – Understanding the production process
02 – The importance of traditional art concepts and principles
03 – Using reference materials
04 – Understanding 3D space
05 – Improving your workflow
06 – Getting help
02 – Interface Essentials
01 – Understanding the interface
02 – Working in the viewports
03 – Changing the measurement system
04 – Using snaps
05 – Using grids
06 – Customizing the interface
07 – Right-click features
03 – Working with Files
01 – Starting a new Project
02 – Importing and opening files
03 – Saving and exporting files
04 – Holding and Fetching
05 – Summary info and object properties
04 – Working with Objects
01 – Selection techniques
02 – Naming objects
03 – Reading the Transform Gizmo
04 – Moving objects
05 – Rotating objects
06 – Scaling objects
07 – Understanding coordinate Systems
08 – Introducing pivot points
09 – Working in Pivot mode
10 – Hiding and freezing objects
11 – Cloning objects
12 – Grouping objects
05 – Creating Off-the-Shelf Geometry
01 – Creating standard primitive objects
02 – Creating extended primitive objects
03 – Creating shapes
04 – Creating compound objects
05 – Creating architectural objects pt. 1- Walls
06 – Creating architectural objects pt. 2- Doors and Windows
07 – Creating architectural objects pt. 3- Railings
08 – Creating architectural objects pt. 4- Stairs
09 – Creating architectural objects pt. 5- Foliage
10 – Project- Creating a video camera
06 – Specific Modeling Techniques
01 – Extruding objects
02 – Lathing objects
03 – Changing the lathe axis
04 – Lofting objects
05 – Common lofting errors
06 – Loft deformations
07 – The Boolean command
08 – The Pro Boolean command
09 – Box modeling
10 – Building a plane with box modeling
11 – Paint deformations
12 – Patch modeling
14 – The NURBS Fillet command
15 – Surface normals
07 –Â Project-Â Constructing a Room Using Multiple Modeling Techniques
01 – Building a floor and walls
02 – Building a table with legs
03 – Building a lamp with a Shade
04 – Building a door
05 – Building a doorknob
06 – Building curtains
07 – Adding plants
08 – Working at the Sub-Object Level
01 – Sub-object types
02 – Sub-object selection
03 – Converting vs. using a modifier
04 – Sub-object transformations
05 – 2D sub-object modeling commands
06 – 3D sub-object modeling commands
07 – Ignore Backfacing
08 – Soft Selection
09 – Project- Building a low polygon flying saucer
09 – Working with Modifiers
01 – What is the modifier stack
02 – Important things to know
03 – Copying and pasting modifiers
04 – Understanding the importance of modifier order
05 – Applying modifiers in the middle of the stack
06 – Collapsing the stack…how and why
07 – Using the Displace Modifier
08 – The Flex modifier
09 – The Morpher modifier
10 – The Noise modifier
11 – The Slice modifier
12 – The Symmetry modifier
13 – Using the Symmetry modifier for character modeling
14 – The TurboSmooth modifier
15 – The Hair and Fur modifier
16 – Applying modifiers at the sub-object level
10 – Materials and Mapping
01 – What does it take to create a realistic material
02 – The Material Editor interface
03 – Creating the main body color
04 – Adding and controlling shine
05 – Controlling transparency
06 – Adding self-illumination
07 – Applying materials
08 – Retrieving a scene material
09 – Building a complex material
10 – Bump maps
11 – Reflection maps
12 – Opacity maps
13 – Editing maps
14 – Building a multi-sub-object material
15 – Using material libraries
16 – Mapping coordinates
17 – Sub-object mapping
18 – The Unwrap UVW modifier
19 – Using Photoshop to edit maps
20 – Project- Applying materials to a scene pt. 1
21 – Project- Applying materials to a scene pt. 2
11Â – Lighting
01 – Comparing real-world and computer lights
02 – Identifying the types of lights in 3ds Max
03 – Omni lights
04 – Spot lights
05 – Shadow types
06 – Preventing objects from casting shadows
07 – Applying and adjusting attenuation
08 – Excluding objects from light
09 – Projector lights
10 – Volume light
11 – Global Illumination
12 – Project- Lighting a scene pt. 1
13 – Project- Lighting a scene pt. 2
12Â – Cameras
01 – Comparing real-world and computer cameras
02 – Identifying the types of cameras in 3ds Max
03 – Camera viewport navigation commands
04 – Changing a camera`s lens length
05 – Controlling focus with depth of field
06 – Applying motion blur
07 – Clipping planes
08 – Using Show Safe Frame
09 – Creating a camera from a view
10 – Putting a camera on a path
11 – Using the Look At controller
13 – Animation
01 – The principles of animation
02 – Understanding the animation process
03 – Animation controls in the interface
04 – Using the Auto Key mode
05 – Using the Set Key mode
06 – Moving keyframes
07 – Deleting keyframes
08 – Copying keyframes
09 – Using the Dope Sheet
10 – Using the Curve Editor
11 – Linking and unlinking
12 – Animating a link
13 – Animating a path
14 – Animation display options
15 – What can be animated in 3ds Max
16 – Project- Animating a scene
14Â – Rendering
01 – Rendering techniques
02 – Using ActiveShade
03 – Creating previews
04 – Using the RAM Player
05 – Saving a rendering
06 – Loading background images in a render
07 – Using mental ray
15Â – Special FX
01 – Creating particle Systems
02 – Using Space Warps
03 – Using Deflectors
04 – Creating fire effects
05 – Reactor- Rigid body simulations
06 – Reactor- Fracture simulations
16 – Introduction to Character Studio and Bones
01 – Introduction to Character Studio
02 – What is IK
03 – Applying a physique modifier
04 – Adjusting envelopes
05 – Creating and editing footsteps
06 – Free-form animation
07 – Working with motion capture files
08 – Creating bones and using solvers
09 – Bones and the skin modifier
17Â – Compositing Effects
01 – Compositing in 3ds Max
02 – Using glows
03 – Using lens flares
04 – Combining multiple cameras in a scene
18Â – Helpful Utilities in 3ds Max
01 – The Asset Browser
02 – The Resource Collector
03 – The Print Size wizard
File Project juga disediakan buat berlatih di rumah.
Ingin kursus dan mendapatkan materi tentang 3D Studio Max + V-Ray + Adobe Photoshop terbaru yang lebih lengkap Klik DISINI
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