In this 3ds Max 2013 tutorial, we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2013. We will start out by exploring the user interface and finding our way around 3ds Max. Then we will start to create our own custom model, a VTOL aircraft, using a number of powerful modeling tools. We will apply materials and textures and then take it through the process of rigging and animation. We will finish up by adding particle effects to the scene and rendering out a nice result. Once you are finished with this tutorial, you will have exposure to a wide range of disciplines in 3ds Max and be able to start working on your own projects and building on the knowledge you have gained. Software required: 3ds Max 2013.
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.
Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview Hi, I'm Josh with Digital Tutors, an Autodesk Authorized Publisher. I would like to welcome you to Introduction to 3DS Max, where we'll help you to get a very strong understanding of the core features in 3DS Max as we take you through every single step of creating this project you see here. Now, during this course, you'll learn from several of the talented instructors we have here at Digital Tutors. Now, I've had the privilege of teaching new users 3DS Max for about six years now. And I'm very proud that I get to teach, not only beginners, but professionals all over the world through Digital Tutors. I'm also very proud to say that you'll have access to literally thousands of videos to help you excel in 3DS Max once you finish this course. To start out, you and I will learn the foundational skills and vocabulary you will need to move around and begin using 3DS Max. From there, we'll move directly into modeling, where you'll learn exactly how this vehicle was put together. And we'll use this vehicle as the central focus of the duration of this project. Once the vehicle has been modeled out, we'll move into texturing where we'll learn how to apply materials and textures to give our vehicle some colors. From there, Delana will take you through the rigging and animation of this vehicle. Then, Kyle will finish up the course by showing you how to use particles and how to render our animation sequence. So, our goal for this training is not to weigh you down with a whole lot of technical information, but to help you form some good working habits when it comes to working with 3DS Max. One key recommendation that I would like to make is that you should try to watch several lessons at a time without even opening 3DS Max. Really try to watch how the instructors work, and take notes for yourself. Then, open up 3DS Max, and try to follow along. Remember to utilize the wonderful features that we offer on all of our videos, like notes, tags and playlists. You can take notes right on the video, and you can instantly jump to these notes that you've stored on the video and tags, as well, to help you along while working with your project. So, let's go ahead and get started working with 3DS Max in our next lesson, and we'll really start to have some fun.
Modeling in 3ds Max Hi, I'm Josh, and I'm happy to be able to give you a look into the modeling process in 3ds Max 2013. I've been creating models in 3ds Max for over 10 years, and I've been fortunate enough to be able to work on a variety of different projects from video games to short films. The modeling is a very important part of creating our finished projects. Without any models, there'd be nothing to animate or light or render. Now, 3ds Max provides a number of tools that'll make building models efficient and fun, and we'll explore many of them in a well-placed easy to learn way. Now, for our example, we'll be building this aircraft from start to finish. Now if you're just getting started, this might look a little complicated, but we'll break it down it is very manageable chunks that will enable you to build a model step by step. Your aircraft may not look exactly like mine at the end, and that's fine. You can always be creative with it. Now the point really is, is that you're just going to look at the tools to be used in 3ds Max, and then you'll be able to integrate those into your own workflow. So, really just have some fun. So, with that said let's begin by looking at how we can use reference images in our modeling process.
Materials in 3ds Max Well now that we've finished building the geometry for our aircraft, it would be great to add some color and textures to different pieces and better to find different surface qualities, like reflectivity, specularity, or transparencies. In this portion we'll look into creating a number of different materials for our surfaces and how to apply them in a number of different ways. We'll talk about creating and applying basic materials. We'll talk about using multi/sub-object materials to help us apply multiple materials to a single object. And we'll even talk about creating UV's and how to apply textures to a model and so much more. Now just like in the modeling, feel free to customize your aircraft anyway you like. Your's doesn't have to look exactly like mine, and I encourage you to explore the tools and topics discussed. Now, let's go ahead and get started by learning how to create materials and textures for our model.
Rigging in 3ds Max Hey everyone. I'm Delano, and I'll be guiding you through rigging in animation workflows in 3ds Max. With years of experience, I can shed some light on tools and techniques you'll definitely want to become familiar with in order to comfortably adapt to 3ds Max's approach to animation. We'll start with rigging, which is the process of creating intuitive control systems in order for characters and other assets to be brought to life with animation. We'll cover everything from how to create animator-friendly controls to building and wiring custom parameters for ease of use. We'll also learn how to work with 3ds Max's bone inverse kinematics and skinning features. Also that we can animate the aircraft in the following section and create a really cool project. By the end of this rigging section, you'll have the skills needed to set up your own controls for your characters and props.
Animation in 3ds Max After our assets have been rigged, it's time to bring them to life with animation. The tutorials that follow will get you up to speed on 3ds Max's animation tools. We'll cover everything from setting up your Preferences to learning how to animate objects along the path. We'll also learn fun techniques and tips when animating in 3ds Max to help you work faster without sacrificing quality. As we near the end of this section, we will animate a cool flight sequence, putting into practice the tools we've learned for a solid foundation through 3ds Max's approach to animation. So let's say we get started.
Dynamics in 3ds Max Hi, my name is Kyle and I'm going to be taking you through some of the dynamics capabilities of 3ds Max for the next several lessons. So 3ds Max has a number of really, really powerful built-in systems for particles and other dynamic effects. So we're going to start by exploring just sort of the process of adding particles into our scene and how we can start to control those. We'll look at how we can start to introduce collisions and other effects like gravity and wind and how this can start to affect our particles, and then we'll finish up by talking about the process of shading and texturing our particles, and how we can take these particles from just simple little squares of geometry and really start to make these look like smoke or fog, or whatever look you may be trying to go for. So, in our next lesson, we'll go ahead and get started by learning how we can start to create and control our particles.