This four day course is designed for users with at least 2 years experience in 3ds Max and is an enhanced version of the Fundamentals course covering many of the same features and settings but in a different order and in greater depth. During this course, the instructor will briefly cover key fundamentals concepts of 3ds Max to insure that students can make the most of intermediate level concepts. Many students who have been using 3ds Max for several years and who would classify themselves as intermediate level users, are unaware of some basic scene optimization principles that greatly impact rendering times and memory consumption. This course is designed to take intermediate level users to the advanced level by showing how to create and render scenes in the shortest amount of time possible, while maximizing system resources such as RAM and graphic cards.
Course Outline
Scene Preparation
Preparing Linework
Advanced 2D Modeling |
|
Finishing a Scene
Advanced Material Creation
Unwrap UVW
Advanced Lighting Techniques
|
| |
|
|
Creating Building Elements
Walls
Windows and Doors
Roofs
Furniture |
|
Animation Techniques
Animating Architectural Elements
Controllers and the Curve Editor |
| |
|
|
Creating Site Elements
2D & 3D Sites
Vegetation
Backgrounds |
|
Efficient Workflow
System Resource Management
Power Modifiers
An Overview of the Animation Process
Production Tips and Tricks |
Here are a few questions that might help gauge whether or not you are at the Intermediate/Advanced level. Without having to look up the answers to these, do you know...
- what the Turn to Poly modifier does that the Edit Poly can't do
-
why you shouldn't ever use the ShapeMerge or Conform vs better tools that do the same things better
-
why you should always use the Legacy AutoCAD format to import linework vs. the AutoCAD DWG format
-
how to conduct Unwrap UVW on complex objects
-
why the Max Quad Tree Depth value is so critical when using mental ray
-
that all modifiers and compound objects have to be recreated from scratch everytime a file is opened
-
how to curve geometry (not splines) within the Edit Poly modifier such as turning a square window into a round one
how to create complex particle systems, forces, and deflectors
-
how to create 4-sided polygons into all of your models (and not using the often unreliable scripts that convert)
-
how to create realistic animated waterfalls using just a few polygons
|