This in-depth tutorial is designed to help you get a solid understanding of the core features found in 3ds Max, and help you to ease your transition into this very powerful program. Software required: 3ds Max 2017.
3ds Max is a very powerful tool that can help you model, texture, rig, animate, and render your creations. This course, Introduction to 3ds Max 2017, provides a high-level overview of the entire 3D pipeline and gives you the fundamental knowledge you need to start using 3ds Max for your own projects. First, you'll be getting familiar with some of the vocabulary and foundational skills that you'll need in order to begin moving around and working in 3ds Max. From there, you'll move into exploring some of the modeling features found in 3ds Max, and begin building the spaceship that will be your central project for the remainder of this course. Finally, you'll go through the entire process of adding textures and materials to the ship, adding animated movement, animation controls, dynamics, and finally we'll learn how to add lights, shadows, and output our final animated sequence. By the end of this course, you'll be at a point where you feel very comfortable working with 3ds Max. Software required: 3ds Max 2017.
Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.
Course Overview Hi, I'm Joshua Kinney, and welcome to Introduction to 3ds Max 2017. This in-depth tutorial is designed to help you get a solid understanding of the core features found in 3ds Max and help you to ease your transition into this very powerful program. Now, we're the world's largest resource for Autodesk training, and over the years we've had the honor and privilege of teaching some of the top artists in studios around the world, and for the next several hours I'll be giving you the most structured, well-rounded, and easiest to follow 3ds Max training that you'll be able to find anywhere. In the first portion of this tutorial, we'll get familiar with the vocabulary and foundational skills that you'll need in order to begin moving around and working inside of 3ds Max, and then from there we'll move into exploring some of the modeling features found in 3ds Max, so we'll begin building the mining pod that will be our central project for the remainder of the course. Now from there we'll go through the entire process of adding textures and materials to the pod, and we'll continue by adding animation controls and animated movement. We'll also add dynamics, and then I'll finish up by showing you how to add lights and shadows and output your final animated sequence. Now this course is designed for new 3ds Max users, so our goal is not to weigh you down with a lot of technical information. Instead, we want to try to form some really good habits and workflows getting to see the entire start to finish pipeline for this product. So by the end of this tutorial, we want you to be at a point where you feel very comfortable working in 3ds Max, so in our next lesson let's go ahead and get things started by jumping into the 3ds Max interface.
Getting Started with 3ds Max Hi! I'm Joshua Kinney, the 3D and game art instructor here at Pluralsight. Welcome to Introduction to 3ds Max 2017. In this module, we're going to cover how to get started right away in 3ds Max. Now before we can begin creating amazing 3D art in 3ds Max, we need to understand the basics of working in the software. So what does that look like? Well, it looks like we need to break down the interface. We need to make it understandable because there are a lot of things going on in this piece of software, and that's for good reason because it's so robust. It's used in the TV industry, the film industry, games, architecture, lots of different places that it's used. So it makes sense that there are a lot of tools to cover. Now we also need to learn how to navigate in the viewports whenever we're creating geometry and we need to know how to look around in the 3D scene and take a look at the objects that we're creating. We also need to learn how to create project folders for organization. It's important than whenever we're working in a pipeline with other people, we need to understand how to keep things nice and clean and organized. Now we'll also learn how to select and view objects in the scene. And we'll talk about multiple ways of doing that. And then we'll also jump into how to create geometry, how to manipulate geometry, how to edit that geometry, and even how to organize it. So with that said, let's go ahead and get started with breaking down the interface.
Basic Modeling in 3ds Max Hi! I'm Joshua Kinney, and welcome back to Introduction to 3ds Max 2017. In this module, we're going to cover how to get started in 3ds Max modeling. Now modeling is an exciting part of working on a CG production because it allows us to give digital life to whatever we can imagine. Now in this module, we're going to start by learning how to set up reference images that will help us to keep to the design a 2D artist has created in the preproduction phase of a CG production. Then we're going to jump into creating our ship while learning about the core modeling tools in 3ds Max like extrude, bevel, inset, and so much more. Now we'll also learn the importance of blocking in basic forms before detailing so we can get a better idea of how a 3D model will resonate with audiences to create the most visually appealing production we can offer. So with that, let's go ahead and get started.
Detailing and Smoothing Workflows Hi! I'm Joshua Kinney, and welcome back to Introduction to 3ds Max 2017. In this module, we're going to discuss detailing and smoothing workflows. So to start off, we're going to talk about how to add details to a model to make it more interesting. But we're really going to be talking about how to incorporate these details because it's going to allow us to overcome complex shapes. There are going to be lots of different details and lots of different challenges that come about whenever you're modelling. And getting into the habit of problem solving and learning how to use different tools and how to build on those tools and ultimately how to solve any problem comes about with your models. And then, finally, we're going to talk about flexible smoothing techniques. And these techniques are going to allow us to smooth our object to get the overall look that we want out of our models without damaging the model itself or without overcomplicating the topology. And so we'll talk about how to do this using the OpenSubdiv modifier and using CreaseSets to get the best look possible and make it as easy as possible to model and get that final look.
Materials and Textures Hi! I'm Joshua Kinney, and welcome to Introduction to 3ds Max 2017. In this module, we're going to be discussing materials and textures. And we're going to learn how to apply them to our 3D models. Before we can apply materials and textures to our 3D models, we have to learn how to unwrap the UVs. UVs are used whenever we have 3D models, and we're trying to apply 2D textures to them. Unwrapping the UVs allows us to create coordinates to tell the 3D model how the 2D texture should be applied. After that, we're going to learn how to create and apply basic materials inside of 3ds Max. We're going to be defining things like the glossiness or roughness or even the metallic properties of a material. And then, finally, we're going to learn how to troubleshoot lots of different things but including texture stretching. Whenever we smooth out our models, sometimes we can get stretching in our textures, and we'll learn how to take care of that with OpenSubdiv. So with that said, let's jump into our next video, and we'll start talking about unwrapping UVs.
Rigging for Animation Hi. My name is Joshua Kinney, and welcome back to Introduction to 3ds Max 2017. In this module, we're going to be talking about rigging for animation. Rigging is a very important part to the CG pipeline because it allows us to create the controls for the animator to animate the sequence. So to get started with rigging for animation, we're going to learn how to create controls using shapes. Controls are going to be very important. They have to be clear and concise and easy for the animator to understand. We also are going to learn how to group and link objects. Grouping and linking are probably going to be the most important aspects for a rigging artist to understand because whenever we start grouping and linking objects, we need to make sure that we understand all of the information that's happening in the background that we don't see on the screen, things like the transform positions and the transform information. All of this we're going to talk about throughout this course or throughout this module. And then from here, we're going to learn how to use constraints to drive object behaviors like link constraints, which are going to be really important to us. And then we're also going to learn how to wire parameters. Wiring parameters is something that's really, really fun to do because it allows us to drive some object's behavior, whether it be its rotation or its scale or even its position, based on a value of another object. And then we also have the Reaction Manager. We're going to learn how to utilize it effectively because it is very similar to wiring parameters, but it allows us to give it a very specific result based on a value that we set. So we're going to talk about all of these, and we're going to shed some light on each key point here as we go throughout this module. And I'll see you in the next video.
Animating with 3ds Max Hi! I'm Joshua Kinney, and welcome to Introduction to 3ds Max 2017. In this module, we're going to learn how to animate with 3ds Max. Whenever we're animating, this can be a very, very fun process. This allows us to create a story out of the objects that we've been modelling, and we've been texturing, and we even rigged this ship. And now we get to do anything that we want with it. So to get started with animation, we need to learn how to create keyframes. And then we're going to learn how to block in our animations, to just lay out the main story beats of the animation. In this case, we're going to have a ship that flies in. And as it comes in, it hones in on this sphere that it wants to gather. It's going to reach out with the claw, grab that and pull it back in, and then fly off to the station to collect that. And then we're going to learn how to refine those animations using the Curve Editor. And the Curve Editor is going to be one of the key tools that you use as an animator because it allows you to smooth out certain controls and certain movements of an object. And then, finally, we're going to learn how to add weight to our animations. And adding weight is going to be things like using some of the 12 principles of animation like follow through and overlap, and just allowing us to add life to a particular animation and just give it that little bit of detail that it needs to make it seem entertainment. So with that, let's go ahead and move on to our next module, and we'll talk about creating keyframes in 3ds Max.
Dynamic Simulations with 3ds Max My name is Joshua Kinney, and welcome back to Introduction to 3ds Max 2017. In this module, we're going to be discussing dynamic simulations in 3ds Max using Particle Flow. To get started with dynamics, dynamics is a little bit different from animation because it allows us to create objects that are driven by forces and time, not necessarily by keyframes. So with this, we're going to learn how to create particle systems using the Particle Flow system in 3ds Max. We're going to learn how to manipulate those particle behaviors using events. And Particle Flow is a node-based system, and so we will add events to these nodes to create a different behavior. We're also going to learn how to add materials to particles to give us that dust look that we're looking for in our animation, and then we're also going to learn how to add forces like wind to our particle simulations to give it a little bit of a different flair. And then, finally, we're going to learn how to customize the timing of our simulations using keyframes. And this is going to allow us to control the overall simulation based on some timing that is going on with our ship. And so what we want to do now is we want to move on in to the next video and start looking at how we can use Particle Flow to create our particle systems.
Lighting and Rendering Hi! I'm Joshua Kinney, and welcome back to Introduction to 3ds Max 2017. In this module, we're going to learn about lighting and rendering. Lighting and rendering is a very important part to the CG production pipeline because it allows us to create the actual result of all the work that we've done up to this point. So to get started, we're going to learn how to create standard lights inside of 3ds Max. Then we're going to learn how to manipulate their size, color, and intensity. And then we're going to learn about adding environment lighting to bring it all together to make it look like one seamless render. Then we're going to tweak our materials to match that environment lighting to bring it all together. And then we're going to go through the render setup process where we learn about the different ways that we can apply things like final gather and working with our shadows and making sure that it renders out at the proper size. And then, finally, we're going to render out the result, our final animation. So with that said, let's move into our next video and start that process.