Introduction
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
Interface Essentials
- Getting to Know the Interface
- Getting Around in the Viewports
- Controlling how 3ds Max Measures
- Customizing the Interface
- Useful Right-click Commands
Working with Files
- Starting a New Project
- Opening, Importing, and Merging Files
- Saving and Exporting Files
- Holding and Fetching Files
- Summary Info and Object Properties
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
Creating Off-The-Shell Geometry
- Creating Standard Primitive Objects
- Creating Extended Primitive Objects
- Creating Shapes
- Creating Lines
- Creating Architectural Objects
- Project - Creating a Car Axle and Wheels
Specific Modelling Techniques
- Extruding Objects
- Lathing Objects
- Lofting Objects
- The Boolean Commands
- Box Modelling
- Building a Chandelier with Box Modelling
- Paint Deformation
- Patch Modelling
- NURBS Modelling
- Surface Normals
Project - Constructing and 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
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 Modelling Commands
- Using 3D Sub-Object Modelling Commands
- Ignoring Backfacing
- Making Soft Selections
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
Materials and Mapping
- Building Materials
- Understanding the Material Editor Interface
- Controlling the Main Body Color
- Adding and Controlling Shine
- Controlling Transparency
- Using Self-Illumination
- Applying Materials
- Retrieving a Scene Material
- Designing a Complex Material
- Creating Rough Surfaces and 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
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
- Excluding Objects from Light
- Using Projector Lights
- Setting Light Volume
- Setting Global Illumination
- Lighting a Scene
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
Animation
- Understanding the Principles of Animation
- Understanding the Animation Process
- Controlling Animation
- Animating with Auto Key
- Animating with Set Key
- 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
Rendering
- Rendering Techniques
- Using Active Shade
- Creating Previews
- Using the RAM Player
- Saving a Rendering
- Loading Background Images
- Using Mental Ray
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